<?xml version="1.0"?>
<doc>
    <assembly>
        <name>AssimpNet</name>
    </assembly>
    <members>
        <member name="T:Assimp.VectorKey">
            <summary>
            Time-value pair specifying a 3D vector for a given time.
            </summary>
        </member>
        <member name="F:Assimp.VectorKey.Time">
            <summary>
            The time of this key.
            </summary>
        </member>
        <member name="F:Assimp.VectorKey.Value">
            <summary>
            The 3D vector value of this key.
            </summary>
        </member>
        <member name="M:Assimp.VectorKey.#ctor(System.Double,Assimp.Vector3D)">
            <summary>
            Constructs a new VectorKey.
            </summary>
            <param name="time">The time of this key.</param>
            <param name="vector">The 3D vector value of this key.</param>
        </member>
        <member name="M:Assimp.VectorKey.op_Equality(Assimp.VectorKey,Assimp.VectorKey)">
            <summary>
            Tests equality between two keys.
            </summary>
            <param name="a">The first key</param>
            <param name="b">The second key</param>
            <returns>True if the key's 3D vectors are the same, false otherwise.</returns>
        </member>
        <member name="M:Assimp.VectorKey.op_Inequality(Assimp.VectorKey,Assimp.VectorKey)">
            <summary>
            Tests inequality between two keys.
            </summary>
            <param name="a">The first key</param>
            <param name="b">The second key</param>
            <returns>True if the key's 3D vectors are not the same, false otherwise.</returns>
        </member>
        <member name="M:Assimp.VectorKey.op_LessThan(Assimp.VectorKey,Assimp.VectorKey)">
            <summary>
            Tests inequality between two keys.
            </summary>
            <param name="a">The first key</param>
            <param name="b">The second key</param>
            <returns>True if the first key's time is less than the second key's.</returns>
        </member>
        <member name="M:Assimp.VectorKey.op_GreaterThan(Assimp.VectorKey,Assimp.VectorKey)">
            <summary>
            Tests inequality between two keys.
            </summary>
            <param name="a">The first key</param>
            <param name="b">The second key</param>
            <returns>True if the first key's time is greater than the second key's.</returns>
        </member>
        <member name="M:Assimp.VectorKey.Equals(System.Object)">
            <summary>
            Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
            </summary>
            <param name="obj">The <see cref="T:System.Object"/> to compare with this instance.</param>
            <returns>
              <c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:Assimp.VectorKey.Equals(Assimp.VectorKey)">
            <summary>
            Tests equality between this key and another.
            </summary>
            <param name="key">Other key to test</param>
            <returns>True if their 3D vectors are equal.</returns>
        </member>
        <member name="M:Assimp.VectorKey.GetHashCode">
            <summary>
            Returns a hash code for this instance.
            </summary>
            <returns>
            A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. 
            </returns>
        </member>
        <member name="M:Assimp.VectorKey.ToString">
            <summary>
            Returns a <see cref="T:System.String"/> that represents this instance.
            </summary>
            <returns>
            A <see cref="T:System.String"/> that represents this instance.
            </returns>
        </member>
        <member name="T:Assimp.MeshAnimationChannel">
            <summary>
            Describes vertex-based animations for a single mesh or a group of meshes. Meshes
            carry the animation data for each frame. The purpose of this object is to define
            keyframes, linking each mesh attachment to a particular point in a time.
            </summary>
        </member>
        <member name="M:Assimp.MeshAnimationChannel.#ctor(Assimp.Unmanaged.AiMeshAnim)">
            <summary>
            Construct a new MeshAnimation.
            </summary>
            <param name="meshAnim">Unmanaged AiMeshAnim struct.</param>
        </member>
        <member name="P:Assimp.MeshAnimationChannel.MeshName">
            <summary>
            Gets the name of the mesh to be animated. Empty strings are not allowed,
            animation meshes need to be named (not necessarily uniquely, the name can basically
            serve as a wildcard to select a group of meshes with similar animation setup).
            </summary>
        </member>
        <member name="P:Assimp.MeshAnimationChannel.MeshKeyCount">
            <summary>
            Gets the number of meshkeys in this animation channel. There will always
            be at least one key.
            </summary>
        </member>
        <member name="P:Assimp.MeshAnimationChannel.HasMeshKeys">
            <summary>
            Checks if this animation channel has mesh keys - this should always be true.
            </summary>
        </member>
        <member name="P:Assimp.MeshAnimationChannel.MeshKeys">
            <summary>
            Gets the mesh keyframes of the animation. This should not be null.
            </summary>
        </member>
        <member name="T:Assimp.Configs.IPropertyConfig">
            <summary>
            Interface describing a configuration property the Assimp importer.
            </summary>
        </member>
        <member name="M:Assimp.Configs.IPropertyConfig.ApplyValue">
            <summary>
            Applies the property value.
            </summary>
        </member>
        <member name="M:Assimp.Configs.IPropertyConfig.ApplyDefaultValue">
            <summary>
            Applies the default property, if any.
            </summary>
        </member>
        <member name="P:Assimp.Configs.IPropertyConfig.Name">
            <summary>
            Gets the property name.
            </summary>
        </member>
        <member name="T:Assimp.Configs.IntegerPropertyConfig">
            <summary>
            Describes an integer configuration property.
            </summary>
        </member>
        <member name="M:Assimp.Configs.IntegerPropertyConfig.#ctor(System.String,System.Int32)">
            <summary>
            Constructs a new IntengerPropertyConfig.
            </summary>
            <param name="name">Name of the property</param>
            <param name="value">Property value</param>
        </member>
        <member name="M:Assimp.Configs.IntegerPropertyConfig.#ctor(System.String,System.Int32,System.Int32)">
            <summary>
            constructs a new IntegerPropertyConfig with a default value.
            </summary>
            <param name="name">Name of the property</param>
            <param name="value">Property value</param>
            <param name="defaultValue">The default property value</param>
        </member>
        <member name="M:Assimp.Configs.IntegerPropertyConfig.ApplyValue">
            <summary>
            Applies the property value.
            </summary>
        </member>
        <member name="M:Assimp.Configs.IntegerPropertyConfig.ApplyDefaultValue">
            <summary>
            Applies the default property, if any.
            </summary>
        </member>
        <member name="P:Assimp.Configs.IntegerPropertyConfig.Name">
            <summary>
            Gets the property name.
            </summary>
        </member>
        <member name="P:Assimp.Configs.IntegerPropertyConfig.Value">
            <summary>
            Gets the property value.
            </summary>
        </member>
        <member name="P:Assimp.Configs.IntegerPropertyConfig.DefaultValue">
            <summary>
            Gets the default property value, if any.
            </summary>
        </member>
        <member name="T:Assimp.Configs.FloatPropertyConfig">
            <summary>
            Describes a float configuration property.
            </summary>
        </member>
        <member name="M:Assimp.Configs.FloatPropertyConfig.#ctor(System.String,System.Single)">
            <summary>
            Constructs a new FloatPropertyConfig.
            </summary>
            <param name="name">Name of the property</param>
            <param name="value">Property value</param>
        </member>
        <member name="M:Assimp.Configs.FloatPropertyConfig.#ctor(System.String,System.Single,System.Single)">
            <summary>
            Constructs a new FloatPropertyConfig with a default value.
            </summary>
            <param name="name">Name of the property</param>
            <param name="value">Property value</param>
            <param name="defaultValue">The default property value</param>
        </member>
        <member name="M:Assimp.Configs.FloatPropertyConfig.ApplyValue">
            <summary>
            Applies the property value.
            </summary>
        </member>
        <member name="M:Assimp.Configs.FloatPropertyConfig.ApplyDefaultValue">
            <summary>
            Applies the default property, if any.
            </summary>
        </member>
        <member name="P:Assimp.Configs.FloatPropertyConfig.Name">
            <summary>
            Gets the property name.
            </summary>
        </member>
        <member name="P:Assimp.Configs.FloatPropertyConfig.Value">
            <summary>
            Gets the property value.
            </summary>
        </member>
        <member name="P:Assimp.Configs.FloatPropertyConfig.DefaultValue">
            <summary>
            Gets the default property value, if any.
            </summary>
        </member>
        <member name="T:Assimp.Configs.BooleanPropertyConfig">
            <summary>
            Describes a boolean configuration property.
            </summary>
        </member>
        <member name="M:Assimp.Configs.BooleanPropertyConfig.#ctor(System.String,System.Boolean)">
            <summary>
            Constructs a new BooleanPropertyConfig.
            </summary>
            <param name="name">Name of the property</param>
            <param name="value">Property value</param>
        </member>
        <member name="M:Assimp.Configs.BooleanPropertyConfig.#ctor(System.String,System.Boolean,System.Boolean)">
            <summary>
            Constructs a new BooleanPropertyConfig with a default value.
            </summary>
            <param name="name">Name of the property</param>
            <param name="value">Property value</param>
            <param name="defaultValue">The default property value</param>
        </member>
        <member name="M:Assimp.Configs.BooleanPropertyConfig.ApplyValue">
            <summary>
            Applies the property value.
            </summary>
        </member>
        <member name="M:Assimp.Configs.BooleanPropertyConfig.ApplyDefaultValue">
            <summary>
            Applies the default property, if any.
            </summary>
        </member>
        <member name="P:Assimp.Configs.BooleanPropertyConfig.Name">
            <summary>
            Gets the property name.
            </summary>
        </member>
        <member name="P:Assimp.Configs.BooleanPropertyConfig.Value">
            <summary>
            Gets the property value.
            </summary>
        </member>
        <member name="P:Assimp.Configs.BooleanPropertyConfig.DefaultValue">
            <summary>
            Gets the default property value, if any.
            </summary>
        </member>
        <member name="T:Assimp.Configs.StringPropertyConfig">
            <summary>
            Describes a string configuration property.
            </summary>
        </member>
        <member name="M:Assimp.Configs.StringPropertyConfig.#ctor(System.String,System.String)">
            <summary>
            Constructs a new StringPropertyConfig.
            </summary>
            <param name="name">Name of the property</param>
            <param name="value">Property value</param>
        </member>
        <member name="M:Assimp.Configs.StringPropertyConfig.#ctor(System.String,System.String,System.String)">
            <summary>
            Constructs a new StringPropertyConfig with a default value.
            </summary>
            <param name="name">Name of the property</param>
            <param name="value">Property value</param>
            <param name="defaultValue">The default property value</param>
        </member>
        <member name="M:Assimp.Configs.StringPropertyConfig.ApplyValue">
            <summary>
            Applies the property value.
            </summary>
        </member>
        <member name="M:Assimp.Configs.StringPropertyConfig.ApplyDefaultValue">
            <summary>
            Applies the default property, if any.
            </summary>
        </member>
        <member name="M:Assimp.Configs.StringPropertyConfig.ProcessNames(System.String[])">
            <summary>
            Convience method for constructing a whitespace delimited name list.
            </summary>
            <param name="names">Array of names</param>
            <returns>White-space delimited list as a string</returns>
        </member>
        <member name="P:Assimp.Configs.StringPropertyConfig.Name">
            <summary>
            Gets the property name.
            </summary>
        </member>
        <member name="P:Assimp.Configs.StringPropertyConfig.Value">
            <summary>
            Gets the property value.
            </summary>
        </member>
        <member name="P:Assimp.Configs.StringPropertyConfig.DefaultValue">
            <summary>
            Gets the default property value, if any.
            </summary>
        </member>
        <member name="T:Assimp.Configs.MeasureTimeConfig">
            <summary>
            Configuration to enable time measurements. If enabled, each
            part of the loading process is timed and logged.
            </summary>
        </member>
        <member name="M:Assimp.Configs.MeasureTimeConfig.#ctor(System.Boolean)">
            <summary>
            Constructs a new MeasureTimeConfig.
            </summary>
            <param name="measureTime">True if the loading process should be timed or not.</param>
        </member>
        <member name="P:Assimp.Configs.MeasureTimeConfig.MeasureTimeConfigName">
            <summary>
            Gets the string name used by MeasureTimeConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.MultithreadingConfig">
            <summary>
            Configuration to set Assimp's multithreading policy. Possible
            values are -1 to let Assimp decide, 0 to disable multithreading, or
            any number larger than zero to force a specific number of threads. This
            is only a hint and may be ignored by Assimp.
            </summary>
        </member>
        <member name="M:Assimp.Configs.MultithreadingConfig.#ctor(System.Int32)">
            <summary>
            Constructs a new MultithreadingConfig.
            </summary>
            <param name="value">A value of -1 will let Assimp decide,
            a value of zero to disable multithreading, and a value greater than zero
            to force a specific number of threads.</param>
        </member>
        <member name="P:Assimp.Configs.MultithreadingConfig.MultithreadingConfigName">
            <summary>
            Gets the string name used by MultithreadingConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.TangentSmoothingAngleConfig">
            <summary>
            Configuration to set the maximum angle that may be between two vertex tangents/bitangents
            when they are smoothed during the step to calculate the tangent basis. The default
            value is 45 degrees.
            </summary>
        </member>
        <member name="M:Assimp.Configs.TangentSmoothingAngleConfig.#ctor(System.Single)">
            <summary>
            Constructs a new TangentSmoothingAngleConfig.
            </summary>
            <param name="angle">Smoothing angle, in degrees.</param>
        </member>
        <member name="P:Assimp.Configs.TangentSmoothingAngleConfig.TangentSmoothingAngleConfigName">
            <summary>
            Gets the string name used by TangentSmoothingAngleConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.NormalSmoothingAngleConfig">
            <summary>
            Configuration to set the maximum angle between two face normals at a vertex when
            they are smoothed during the step to calculate smooth normals. This is frequently
            called the "crease angle". The maximum and default value is 175 degrees.
            </summary>
        </member>
        <member name="M:Assimp.Configs.NormalSmoothingAngleConfig.#ctor(System.Single)">
            <summary>
            Constructs a new NormalSmoothingAngleConfig.
            </summary>
            <param name="angle">Smoothing angle, in degrees.</param>
        </member>
        <member name="P:Assimp.Configs.NormalSmoothingAngleConfig.NormalSmoothingAngleConfigName">
            <summary>
            Gets the string name used by NormalSmoothingAngleConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.MDLColorMapConfig">
            <summary>
            Configuration to set the colormap (palette) to be used to decode embedded textures in MDL (Quake or 3DG5)
            files. This must be a valid path to a file. The file is 768 (256 * 3) bytes alrge and contains
            RGB triplets for each of the 256 palette entries. If the file is not found, a
            default palette (from Quake 1) is used. The default value is "colormap.lmp".
            </summary>
        </member>
        <member name="M:Assimp.Configs.MDLColorMapConfig.#ctor(System.String)">
            <summary>
            Constructs a new MDLColorMapConfig.
            </summary>
            <param name="fileName">Colormap filename</param>
        </member>
        <member name="P:Assimp.Configs.MDLColorMapConfig.MDLColorMapConfigName">
            <summary>
            Gets the string name used by MDLColorMapConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.MaterialExcludeListConfig">
            <summary>
            Configuration for the the <see cref="F:Assimp.PostProcessSteps.RemoveRedundantMaterials"/> step
            to determine what materials to keep. If a material matches one of these names it will not
            be modified or removed by the post processing step. Default is an empty string.
            </summary>
        </member>
        <member name="M:Assimp.Configs.MaterialExcludeListConfig.#ctor(System.String[])">
            <summary>
            Constructs a new MaterialExcludeListConfig. Material names containing whitespace
            <c>must</c> be enclosed in single quotation marks.
            </summary>
            <param name="materialNames">List of material names that will not be modified or replaced by the remove redundant materials post process step.</param>
        </member>
        <member name="P:Assimp.Configs.MaterialExcludeListConfig.MaterialExcludeListConfigName">
            <summary>
            Gets the string name used by MaterialExcludeListConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.KeepSceneHierarchyConfig">
            <summary>
            Configuration for the <see cref="F:Assimp.PostProcessSteps.PreTransformVertices"/> step
            to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization is performed
            where meshes with the same materials are not joined. This option can be useful
            if you have a scene hierarchy that contains important additional information
            which you intend to parse. The default value is false.
            </summary>
        </member>
        <member name="M:Assimp.Configs.KeepSceneHierarchyConfig.#ctor(System.Boolean)">
            <summary>
            Constructs a new KeepHierarchyConfig. 
            </summary>
            <param name="keepHierarchy">True to keep the hierarchy, false otherwise.</param>
        </member>
        <member name="P:Assimp.Configs.KeepSceneHierarchyConfig.KeepSceneHierarchyConfigName">
            <summary>
            Gets the string name used by KeepSceneHierarchyConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.NormalizeVertexComponentsConfig">
            <summary>
            Configuration for the <see cref="F:Assimp.PostProcessSteps.PreTransformVertices"/> step
            to normalize all vertex components into the -1...1 range. The default value is
            false.
            </summary>
        </member>
        <member name="M:Assimp.Configs.NormalizeVertexComponentsConfig.#ctor(System.Boolean)">
            <summary>
            Constructs a new NormalizeVertexComponentsConfig.
            </summary>
            <param name="normalizeVertexComponents">True if the post process step should normalize vertex components, false otherwise.</param>
        </member>
        <member name="P:Assimp.Configs.NormalizeVertexComponentsConfig.NormalizeVertexComponentsConfigName">
            <summary>
            Gets the string name used by NormalizeVertexComponentsConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.RemoveDegeneratePrimitivesConfig">
            <summary>
            Configuration for the <see cref="F:Assimp.PostProcessSteps.FindDegenerates"/> step to
            remove degenerted primitives from the import immediately. The default value is false,
            where degenerated triangles are converted to lines, and degenerated lines to points.
            </summary>
        </member>
        <member name="M:Assimp.Configs.RemoveDegeneratePrimitivesConfig.#ctor(System.Boolean)">
            <summary>
            Constructs a new RemoveDegeneratePrimitivesConfig.
            </summary>
            <param name="removeDegenerates">True if the post process step should remove degenerate primitives, false otherwise.</param>
        </member>
        <member name="P:Assimp.Configs.RemoveDegeneratePrimitivesConfig.RemoveDegeneratePrimitivesConfigName">
            <summary>
            Gets the string name used by RemoveDegeneratePrimitivesConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.NodeExcludeListConfig">
            <summary>
            Configuration for the <see cref="F:Assimp.PostProcessSteps.OptimizeGraph"/> step
            to preserve nodes matching a name in the given list. Nodes that match the names in the list
            will not be modified or removed. Identifiers containing whitespaces
            <c>must</c> be enclosed in single quotation marks. The default value is an
            empty string.
            </summary>
        </member>
        <member name="M:Assimp.Configs.NodeExcludeListConfig.#ctor(System.String[])">
            <summary>
            Constructs a new NodeExcludeListConfig.
            </summary>
            <param name="nodeNames">List of node names</param>
        </member>
        <member name="P:Assimp.Configs.NodeExcludeListConfig.NodeExcludeListConfigName">
            <summary>
            Gets the string name used by NodeExcludeListConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.MeshTriangleLimitConfig">
            <summary>
            Configuration for the <see cref="F:Assimp.PostProcessSteps.SplitLargeMeshes"/> step 
            that specifies the maximum number of triangles a mesh can contain. The
            default value is MeshTriangleLimitConfigDefaultValue.
            </summary>
        </member>
        <member name="M:Assimp.Configs.MeshTriangleLimitConfig.#ctor(System.Int32)">
            <summary>
            Constructs a new MeshTriangleLimitConfig.
            </summary>
            <param name="maxTriangleLimit">Max number of triangles a mesh can contain.</param>
        </member>
        <member name="P:Assimp.Configs.MeshTriangleLimitConfig.MeshTriangleLimitConfigName">
            <summary>
            Gets the string name used by MeshTriangleLimitConfig.
            </summary>
        </member>
        <member name="P:Assimp.Configs.MeshTriangleLimitConfig.MeshTriangleLimitConfigDefaultValue">
            <summary>
            Gets the defined default limit value, this corresponds to the
            <see cref="F:Assimp.Unmanaged.AiDefines.AI_SLM_DEFAULT_MAX_TRIANGLES"/> constant.
            </summary>
        </member>
        <member name="T:Assimp.Configs.MeshVertexLimitConfig">
            <summary>
            Configuration for the <see cref="F:Assimp.PostProcessSteps.SplitLargeMeshes"/> step
            that specifies the maximum number of vertices a mesh can contain. The
            default value is MeshVertexLimitConfigDefaultValue.
            </summary>
        </member>
        <member name="M:Assimp.Configs.MeshVertexLimitConfig.#ctor(System.Int32)">
            <summary>
            Constructs a new MeshVertexLimitConfig.
            </summary>
            <param name="maxVertexLimit">Max number of vertices a mesh can contain.</param>
        </member>
        <member name="P:Assimp.Configs.MeshVertexLimitConfig.MeshVertexLimitConfigName">
            <summary>
            Gets the string name used by MeshVertexLimitConfig.
            </summary>
        </member>
        <member name="P:Assimp.Configs.MeshVertexLimitConfig.MeshVertexLimitConfigDefaultValue">
            <summary>
            Gets the defined default limit value, this corresponds to the
            <see cref="F:Assimp.Unmanaged.AiDefines.AI_SLM_DEFAULT_MAX_VERTICES"/> constant.
            </summary>
        </member>
        <member name="T:Assimp.Configs.VertexBoneWeightLimitConfig">
            <summary>
            Configuration for the <see cref="F:Assimp.PostProcessSteps.LimitBoneWeights"/> step
            that specifies the maximum number of bone weights per vertex. The default
            value is VertexBoneWeightLimitConfigDefaultValue.
            </summary>
        </member>
        <member name="M:Assimp.Configs.VertexBoneWeightLimitConfig.#ctor(System.Int32)">
            <summary>
            Constructs a new VertexBoneWeightLimitConfig.
            </summary>
            <param name="maxBoneWeights">Max number of bone weights per vertex.</param>
        </member>
        <member name="P:Assimp.Configs.VertexBoneWeightLimitConfig.VertexBoneWeightLimitConfigName">
            <summary>
            gets the string name used by VertexBoneWeightLimitConfig.
            </summary>
        </member>
        <member name="P:Assimp.Configs.VertexBoneWeightLimitConfig.VertexBoneWeightLimitConfigDefaultValue">
            <summary>
            Gets the defined default limit value, this corresponds to the
            <see cref="F:Assimp.Unmanaged.AiDefines.AI_LBW_MAX_WEIGHTS"/> constant.
            </summary>
        </member>
        <member name="T:Assimp.Configs.VertexCacheSizeConfig">
            <summary>
            Configuration for the <see cref="F:Assimp.PostProcessSteps.ImproveCacheLocality"/> step
            that specifies the size of the post-transform vertex cache. The size is
            given in number of vertices and the default value is VertexCacheSizeConfigDefaultValue.
            </summary>
        </member>
        <member name="M:Assimp.Configs.VertexCacheSizeConfig.#ctor(System.Int32)">
            <summary>
            Constructs a new VertexCacheSizeConfig.
            </summary>
            <param name="vertexCacheSize">Size of the post-transform vertex cache, in number of vertices.</param>
        </member>
        <member name="P:Assimp.Configs.VertexCacheSizeConfig.VertexCacheSizeConfigName">
            <summary>
            Gets the string name used by VertexCacheConfig.
            </summary>
        </member>
        <member name="P:Assimp.Configs.VertexCacheSizeConfig.VertexCacheSizeConfigDefaultValue">
            <summary>
            Gets the defined default vertex cache size, this corresponds to 
            the <see cref="F:Assimp.Unmanaged.AiDefines.PP_ICL_PTCACHE_SIZE"/>.
            </summary>
        </member>
        <member name="T:Assimp.Configs.RemoveComponentConfig">
            <summary>
            Configuration for the <see cref="F:Assimp.PostProcessSteps.RemoveComponent"/> step that
            specifies which parts of the data structure is to be removed. If no valid mesh
            remains after the step, the import fails. The default value i <see cref="F:Assimp.ExcludeComponent.None"/>.
            </summary>
        </member>
        <member name="M:Assimp.Configs.RemoveComponentConfig.#ctor(Assimp.ExcludeComponent)">
            <summary>
            Constructs a new RemoveComponentConfig.
            </summary>
            <param name="componentsToExclude">Bit-wise combination of components to exclude.</param>
        </member>
        <member name="P:Assimp.Configs.RemoveComponentConfig.RemoveComponentConfigName">
            <summary>
            Gets the string name used by RemoveComponentConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.SortByPrimitiveTypeConfig">
            <summary>
            Configuration for the <see cref="F:Assimp.PostProcessSteps.SortByPrimitiveType"/> step that
            specifies which primitive types are to be removed by the step. Specifying all
            primitive types is illegal. The default value is zero specifying none.
            </summary>
        </member>
        <member name="M:Assimp.Configs.SortByPrimitiveTypeConfig.#ctor(Assimp.PrimitiveType)">
            <summary>
            Constructs a new SortByPrimitiveTypeConfig.
            </summary>
            <param name="typesToRemove">Bit-wise combination of primitive types to remove</param>
        </member>
        <member name="P:Assimp.Configs.SortByPrimitiveTypeConfig.SortByPrimitiveTypeConfigName">
            <summary>
            Gets the string name used by SortByPrimitiveTypeConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.AnimationAccuracyConfig">
            <summary>
            Configuration for the <see cref="F:Assimp.PostProcessSteps.FindInvalidData"/> step that
            specifies the floating point accuracy for animation values, specifically
            the episilon during comparisons. The default value is 0.0f.
            </summary>
        </member>
        <member name="M:Assimp.Configs.AnimationAccuracyConfig.#ctor(System.Single)">
            <summary>
            Constructs a new AnimationAccuracyConfig.
            </summary>
            <param name="episilon">Episilon for animation value comparisons.</param>
        </member>
        <member name="P:Assimp.Configs.AnimationAccuracyConfig.AnimationAccuracyConfigName">
            <summary>
            Gets the string name used by AnimationAccuracyConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.TransformUVConfig">
            <summary>
            Configuration for the <see cref="F:Assimp.PostProcessSteps.TransformUVCoords"/> step that
            specifies which UV transformations are to be evaluated. The default value
            is for all combinations (scaling, rotation, translation).
            </summary>
        </member>
        <member name="M:Assimp.Configs.TransformUVConfig.#ctor(Assimp.UVTransformFlags)">
            <summary>
            Constructs a new TransformUVConfig.
            </summary>
            <param name="transformFlags">Bit-wise combination specifying which UV transforms that should be evaluated.</param>
        </member>
        <member name="P:Assimp.Configs.TransformUVConfig.TransformUVConfigName">
            <summary>
            Gets the string name used by TransformUVConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.FavorSpeedConfig">
            <summary>
            Configuration that is a hint to Assimp to favor speed against import quality. Enabling this
            option may result in faster loading, or it may not. It is just a hint to loaders
            and post-process steps to use faster code paths if possible. The default value is false.
            </summary>
        </member>
        <member name="M:Assimp.Configs.FavorSpeedConfig.#ctor(System.Boolean)">
            <summary>
            Constructs a new FavorSpeedConfig.
            </summary>
            <param name="favorSpeed">True if Assimp should favor speed at the expense of quality, false otherwise.</param>
        </member>
        <member name="P:Assimp.Configs.FavorSpeedConfig.FavorSpeedConfigName">
            <summary>
            Gets the string name used by FavorSpeedConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.GlobalKeyFrameImportConfig">
            <summary>
            Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only
            bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the
            first frame. This config sets the "global" keyframe that will be imported. There are other configs
            for specific importers that will override the global setting.
            </summary>
        </member>
        <member name="M:Assimp.Configs.GlobalKeyFrameImportConfig.#ctor(System.Int32)">
            <summary>
            Constructs a new GlobalKeyFrameImportConfig.
            </summary>
            <param name="keyFrame">Keyframe index</param>
        </member>
        <member name="P:Assimp.Configs.GlobalKeyFrameImportConfig.GlobalKeyFrameImportConfigName">
            <summary>
            Gets the string name used by GlobalKeyFrameImportConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.MD3KeyFrameImportConfig">
            <summary>
            Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only
            bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the
            first frame. This config sets the global override for the MD3 format.
            </summary>
        </member>
        <member name="M:Assimp.Configs.MD3KeyFrameImportConfig.#ctor(System.Int32)">
            <summary>
            Constructs a new MD3KeyFrameImportConfig.
            </summary>
            <param name="keyFrame">Keyframe index</param>
        </member>
        <member name="P:Assimp.Configs.MD3KeyFrameImportConfig.MD3KeyFrameImportConfigName">
            <summary>
            Gets the string name used by MD3KeyFrameImportConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.MD2KeyFrameImportConfig">
            <summary>
            Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only
            bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the
            first frame. This config sets the global override for the MD2 format.
            </summary>
        </member>
        <member name="M:Assimp.Configs.MD2KeyFrameImportConfig.#ctor(System.Int32)">
            <summary>
            Constructs a new MD2KeyFrameImportConfig.
            </summary>
            <param name="keyFrame">Keyframe index</param>
        </member>
        <member name="P:Assimp.Configs.MD2KeyFrameImportConfig.MD2KeyFrameImportConfigName">
            <summary>
            Gets the string name used by MD2KeyFrameImportConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.MDLKeyFrameImportConfig">
            <summary>
            Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only
            bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the
            first frame. This config sets the global override for the MDL format.
            </summary>
        </member>
        <member name="M:Assimp.Configs.MDLKeyFrameImportConfig.#ctor(System.Int32)">
            <summary>
            Constructs a new MDLKeyFrameImportConfig.
            </summary>
            <param name="keyFrame">Keyframe index</param>
        </member>
        <member name="P:Assimp.Configs.MDLKeyFrameImportConfig.MDLKeyFrameImportConfigName">
            <summary>
            Gets the string name used by MDLKeyFrameImportConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.SMDKeyFrameImportConfig">
            <summary>
            Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only
            bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the
            first frame. This config sets the global override for the SMD format.
            </summary>
        </member>
        <member name="M:Assimp.Configs.SMDKeyFrameImportConfig.#ctor(System.Int32)">
            <summary>
            Constructs a new SMDKeyFrameImportConfig.
            </summary>
            <param name="keyFrame">Keyframe index</param>
        </member>
        <member name="P:Assimp.Configs.SMDKeyFrameImportConfig.SMDKeyFrameImportConfigName">
            <summary>
            Gets the string name used by SMDKeyFrameImportConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.UnrealKeyFrameImportConfig">
            <summary>
            Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only
            bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the
            first frame. This config sets the global override for the Unreal format.
            </summary>
        </member>
        <member name="M:Assimp.Configs.UnrealKeyFrameImportConfig.#ctor(System.Int32)">
            <summary>
            Constructs a new UnrealKeyFrameImportConfig.
            </summary>
            <param name="keyFrame">Keyframe index</param>
        </member>
        <member name="P:Assimp.Configs.UnrealKeyFrameImportConfig.UnrealKeyFrameImportConfigName">
            <summary>
            Gets the string name used by UnrealKeyFrameImportConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.ACSeparateBackfaceCullConfig">
            <summary>
            Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate
            meshes. The default value is true.
            </summary>
        </member>
        <member name="M:Assimp.Configs.ACSeparateBackfaceCullConfig.#ctor(System.Boolean)">
            <summary>
            Constructs a new ACSeparateBackfaceCullConfig.
            </summary>
            <param name="separateBackfaces">True if all surfaces that have the "backface cull" flag set should be collected in separate meshes, false otherwise.</param>
        </member>
        <member name="P:Assimp.Configs.ACSeparateBackfaceCullConfig.ACSeparateBackfaceCullConfigName">
            <summary>
            Gets the string name used by ACSeparateBackfaceCullConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.ACEvaluateSubdivisionConfig">
            <summary>
            Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence
            of the 'subdiv' attribute in the file). By default, Assimp performs
            the subdivision using the standard Catmull-Clark algorithm. The default value is true.
            </summary>
        </member>
        <member name="M:Assimp.Configs.ACEvaluateSubdivisionConfig.#ctor(System.Boolean)">
            <summary>
            Constructs a new ACEvaluateSubdivisionConfig.
            </summary>
            <param name="evaluateSubdivision">True if the AC loader should evaluate subdivisions, false otherwise.</param>
        </member>
        <member name="P:Assimp.Configs.ACEvaluateSubdivisionConfig.ACEvaluateSubdivisionConfigName">
            <summary>
            Gets the string name used by ACEvaluateSubdivisionConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.UnrealHandleFlagsConfig">
            <summary>
            Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided).
            The default value is true.
            </summary>
        </member>
        <member name="M:Assimp.Configs.UnrealHandleFlagsConfig.#ctor(System.Boolean)">
            <summary>
            Constructs a new UnrealHandleFlagsConfig.
            </summary>
            <param name="handleFlags">True if the unreal loader should separate faces with different surface flags, false otherwise.</param>
        </member>
        <member name="P:Assimp.Configs.UnrealHandleFlagsConfig.UnrealHandleFlagsConfigName">
            <summary>
            Gets the string name used by UnrealHandleFlagsConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.TerragenComputeTexCoordsConfig">
            <summary>
            Configures the terragen import plugin to compute UV's for terrains, if
            they are not given. Furthermore, a default texture is assigned. The default value is false.
            <para>UV coordinates for terrains are so simple to compute that you'll usually 
            want to compute them on your own, if you need them. This option is intended for model viewers which
            want to offer an easy way to apply textures to terrains.</para>
            </summary>
        </member>
        <member name="M:Assimp.Configs.TerragenComputeTexCoordsConfig.#ctor(System.Boolean)">
            <summary>
            Constructs a new TerragenComputeTexCoordsConfig.
            </summary>
            <param name="computeTexCoords">True if terran UV coordinates should be computed, false otherwise.</param>
        </member>
        <member name="P:Assimp.Configs.TerragenComputeTexCoordsConfig.TerragenComputeTexCoordsConfigName">
            <summary>
            Gets the string name used by TerragenComputeTexCoordsConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.ASEReconstructNormalsConfig">
            <summary>
            Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups
            loaded from the file. Some ASE files carry invalid normals, others don't. The default value is true.
            </summary>
        </member>
        <member name="M:Assimp.Configs.ASEReconstructNormalsConfig.#ctor(System.Boolean)">
            <summary>
            Constructs a new ASEReconstructNormalsConfig.
            </summary>
            <param name="reconstructNormals">True if normals should be re-computed, false otherwise.</param>
        </member>
        <member name="P:Assimp.Configs.ASEReconstructNormalsConfig.ASEReconstructNormalsConfigName">
            <summary>
            Gets the string name used by ASEReconstructNormalsConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.MD3HandleMultiPartConfig">
            <summary>
            Configures the M3D loader to detect and process multi-part Quake player models. These models
            usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is
            set to true, Assimp will try to load and combine all three files if one of them is loaded. The
            default value is true.
            </summary>
        </member>
        <member name="M:Assimp.Configs.MD3HandleMultiPartConfig.#ctor(System.Boolean)">
            <summary>
            Constructs a new MD3HandleMultiPartConfig.
            </summary>
            <param name="handleMultiParts">True if the split files should be loaded and combined, false otherwise.</param>
        </member>
        <member name="P:Assimp.Configs.MD3HandleMultiPartConfig.MD3HandleMultiPartConfigName">
            <summary>
            Gets the string name used by MD3HandleMultiPartConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.MD3SkinNameConfig">
            <summary>
            Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks
            whether a file named "md3_file_name"_"skin_name".skin exists. These files are used by
            Quake III to be able to assign different skins (e.g. red and blue team) to models. 'default', 'red', 'blue'
            are typical skin names. The default string value is "default".
            </summary>
        </member>
        <member name="M:Assimp.Configs.MD3SkinNameConfig.#ctor(System.String)">
            <summary>
            Constructs a new MD3SkinNameConfig.
            </summary>
            <param name="skinName">The skin name.</param>
        </member>
        <member name="P:Assimp.Configs.MD3SkinNameConfig.MD3SkinNameConfigName">
            <summary>
            Gets the string name used by MD3SkinNameConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.MD3ShaderSourceConfig">
            <summary>
            Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or
            relative to where all MD3 shaders reside. the default string value is an empty string.
            </summary>
        </member>
        <member name="M:Assimp.Configs.MD3ShaderSourceConfig.#ctor(System.String)">
            <summary>
            Constructs a new MD3ShaderSourceConfig.
            </summary>
            <param name="shaderFile">The shader file.</param>
        </member>
        <member name="P:Assimp.Configs.MD3ShaderSourceConfig.MD3ShaderSourceConfigName">
            <summary>
            Gets the string name used by MD3ShaderSourceConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.LWOImportOneLayerConfig">
            <summary>
            Configures the LWO loader to load just one layer from the model.
            <para>LWO files consist of layers and in some cases it could be useful to load only one of them.
            This property can be either a string - which specifies the name of the layer - or an integer - the index
            of the layer. If the property is not set then the whole LWO model is loaded. Loading fails
            if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty</para>
            The default value is false (all layers are loaded).
            </summary>
        </member>
        <member name="M:Assimp.Configs.LWOImportOneLayerConfig.#ctor(System.Boolean)">
            <summary>
            Constructs a new LWOImportOneLayerConfig.
            </summary>
            <param name="importOneLayerOnly">True if only one layer should be imported, false if all layers should be imported.</param>
        </member>
        <member name="P:Assimp.Configs.LWOImportOneLayerConfig.LWOImportOneLayerConfigName">
            <summary>
            Gets the string name used by LWOImportOneLayerConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.MD5NoAnimationAutoLoadConfig">
            <summary>
            Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically.
            The default value is false.
            <para>The default strategy is to look for a file with the same name but with the MD5ANIm extension
            in the same directory. If it is found it is loaded and combined with the MD5MESH file. This configuration
            option can be used to disable this behavior.</para>
            </summary>
        </member>
        <member name="M:Assimp.Configs.MD5NoAnimationAutoLoadConfig.#ctor(System.Boolean)">
            <summary>
            Constructs a new MD5NoAnimationAutoLoadConfig.
            </summary>
            <param name="noAutoLoadAnim">True if animations should not be automatically loaded, false if they should be.</param>
        </member>
        <member name="P:Assimp.Configs.MD5NoAnimationAutoLoadConfig.MD5NoAnimationAutoLoadConfigName">
            <summary>
            Gets the string name used by MD5NoAnimationAutoLoadConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.LWSAnimationStartConfig">
            <summary>
            Defines the beginning of the time range for which the LWS loader evaluates animations and computes
            AiNodeAnim's. The default value is the one taken from the file.
            <para>Assimp provides full conversion of Lightwave's envelope system, including pre and post
            conditions. The loader computes linearly subsampled animation channels with the frame rate
            given in the LWS file. This property defines the start time.</para>
            <para>Animation channels are only generated if a node has at least one envelope with more than one key
            assigned. This property is given in frames where '0' is the first. By default,
            if this property is not set, the importer takes the animation start from the input LWS
            file ('FirstFrame' line)</para>
            </summary>
        </member>
        <member name="M:Assimp.Configs.LWSAnimationStartConfig.#ctor(System.Int32)">
            <summary>
            Constructs a new LWSAnimationStartConfig.
            </summary>
            <param name="animStart">Beginning of the time range</param>
        </member>
        <member name="P:Assimp.Configs.LWSAnimationStartConfig.LWSAnimationStartConfigName">
            <summary>
            Gets the string name used by LWSAnimationStartConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.LWSAnimationEndConfig">
            <summary>
            Defines the ending of the time range for which the LWS loader evaluates animations and computes
            AiNodeAnim's. The default value is the one taken from the file
            <para>Assimp provides full conversion of Lightwave's envelope system, including pre and post
            conditions. The loader computes linearly subsampled animation channels with the frame rate
            given in the LWS file. This property defines the end time.</para>
            <para>Animation channels are only generated if a node has at least one envelope with more than one key
            assigned. This property is given in frames where '0' is the first. By default,
            if this property is not set, the importer takes the animation end from the input LWS
            file.</para>
            </summary>
        </member>
        <member name="M:Assimp.Configs.LWSAnimationEndConfig.#ctor(System.Int32)">
            <summary>
            Constructs a new LWSAnimationEndConfig.
            </summary>
            <param name="animEnd">Ending of the time range</param>
        </member>
        <member name="P:Assimp.Configs.LWSAnimationEndConfig.LWSAnimationEndConfigName">
            <summary>
            Gets the string name used by LWSAnimationEndConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.IRRAnimationFrameRateConfig">
            <summary>
            Defines the output frame rate of the IRR loader.
            <para>IRR animations are difficult to convert for Assimp and there will always be
            a loss of quality. This setting defines how many keys per second are returned by the converter.</para>
            The default value is 100 frames per second.
            </summary>
        </member>
        <member name="M:Assimp.Configs.IRRAnimationFrameRateConfig.#ctor(System.Int32)">
            <summary>
            Constructs a new IRRAnimationFramerateConfig.
            </summary>
            <param name="frameRate">Number of frames per second to output.</param>
        </member>
        <member name="P:Assimp.Configs.IRRAnimationFrameRateConfig.IRRAnimationFrameRateConfigName">
            <summary>
            Gets the string name used by IRRAnimationFrameRateConfig.
            </summary>
        </member>
        <member name="T:Assimp.Configs.OgreMaterialFileConfig">
            <summary>
            Ogre importer will try to load this MaterialFile. If a material file does not
            exist with the same name as a material to load, the ogre importer will try to load this file
            and searches for the material in it. The default string value is an empty string.
            </summary>
        </member>
        <member name="M:Assimp.Configs.OgreMaterialFileConfig.#ctor(System.String)">
            <summary>
            Constructs a new OgreMaterialFileConfig.
            </summary>
            <param name="materialFileName">Material file name to load.</param>
        </member>
        <member name="P:Assimp.Configs.OgreMaterialFileConfig.OgreMaterialFileConfigName">
            <summary>
            Gets the string name used by OgreMaterialFileConfig.
            </summary>
        </member>
        <member name="T:Assimp.Bone">
            <summary>
            Represents a single bone of a mesh. A bone has a name which allows it to be found in the frame
            hierarchy and by which it can be addressed by animations. In addition it has a number of
            influences on vertices.
            </summary>
        </member>
        <member name="M:Assimp.Bone.#ctor(Assimp.Unmanaged.AiBone)">
            <summary>
            Constructs a new Bone.
            </summary>
            <param name="bone">Unmanaged AiBone struct.</param>
        </member>
        <member name="P:Assimp.Bone.Name">
            <summary>
            Gets the name of the bone.
            </summary>
        </member>
        <member name="P:Assimp.Bone.VertexWeightCount">
            <summary>
            Gets the number of vertex influences the bone contains.
            </summary>
        </member>
        <member name="P:Assimp.Bone.HasVertexWeights">
            <summary>
            Gets if the bone has vertex weights - this should always be true.
            </summary>
        </member>
        <member name="P:Assimp.Bone.VertexWeights">
            <summary>
            Gets the vertex weights owned by the bone.
            </summary>
        </member>
        <member name="P:Assimp.Bone.OffsetMatrix">
            <summary>
            Gets the matrix that transforms from mesh space to bone space in bind pose.
            </summary>
        </member>
        <member name="T:Assimp.VertexWeight">
            <summary>
            Represents a single influence of a bone on a vertex.
            </summary>
        </member>
        <member name="F:Assimp.VertexWeight.VertexID">
            <summary>
            Index of the vertex which is influenced by the bone.
            </summary>
        </member>
        <member name="F:Assimp.VertexWeight.Weight">
            <summary>
            Strength of the influence in range of (0...1). All influences
            from all bones at one vertex amounts to 1.
            </summary>
        </member>
        <member name="M:Assimp.VertexWeight.#ctor(System.UInt32,System.Single)">
            <summary>
            Constructs a new VertexWeight.
            </summary>
            <param name="vertID">Index of the vertex.</param>
            <param name="weight">Weight of the influence.</param>
        </member>
        <member name="M:Assimp.VertexWeight.ToString">
            <summary>
            Returns a <see cref="T:System.String"/> that represents this instance.
            </summary>
            <returns>
            A <see cref="T:System.String"/> that represents this instance.
            </returns>
        </member>
        <member name="T:Assimp.Unmanaged.AiConfigs">
            <summary>
            Defines configurable properties for importing models. All properties
            have default values. Setting config properties are done via the SetProperty*
            methods in AssimpMethods.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_GLOB_MEASURE_TIME">
            <summary>
            Enables time measurements. If enabled the time needed for each
            part of the loading process is timed and logged.
            <para>Type: bool. Default: false</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_GLOB_MULTITHREADING">
            <summary>
            Sets Assimp's multithreading policy. This is ignored if Assimp is
            built without boost.thread support. Possible values are: -1 to
            let Assimp decide, 0 to disable multithreading, and nay number larger than 0
            to force a specific number of threads. This is only a hint and may be 
            ignored by Assimp.
            <para>Type: integer. Default: -1</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE">
            <summary>
            Specifies the maximum angle that may be between two vertex tangents that their tangents
            and bitangents are smoothed during the step to calculate the tangent basis. The angle specified 
            is in degrees. The maximum value is 175 degrees.
            <para>Type: float. Default: 45 degrees</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE">
            <summary>
            Specifies the maximum angle that may be between two face normals at the same vertex position that
            their normals will be smoothed together during the calculate smooth normals step. This is commonly
            called the "crease angle". The angle is specified in degrees. Maximum value is 175 degrees (all vertices
            smoothed).
            <para>Type: float. Default: 175 degrees</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_MDL_COLORMAP">
            <summary>
            Sets the colormap(= palette) to be used to decode embedded textures in MDL (Quake or 3DG5) files.
            This must be a valid path to a file. The file is 768 (256 * 3) bytes large and contains
            RGB triplets for each of the 256 palette entries. If the file is not found, a default
            palette (from Quake 1) is used.
            <para>Type: string. Default: "colormap.lmp"</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_RRM_EXCLUDE_LIST">
            <summary>
            Configures the <see cref="F:Assimp.PostProcessSteps.RemoveRedundantMaterials"/> step to
            keep materials matching a name in a given list. This is a list of
            1 to n strings where whitespace ' ' serves as a delimiter character. Identifiers
            containing whitespaces must be enclosed in *single* quotation marks. Tabs or
            carriage returns are treated as whitespace.
            <para>If a material matches one of these names, it will not be modified
            or removed by the post processing step nor will other materials be replaced
            by a reference to it.</para>
            <para>Default: string. Default: ""</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_PTV_KEEP_HIERARCHY">
            <summary>
            Configures the <see cref="F:Assimp.PostProcessSteps.PreTransformVertices"/> step
            to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization
            is performed where meshes with the same materials are not joined.
            <para>This option could be of used if you have a scene hierarchy that contains
            important additional information which you intend to parse.</para>
            <para>Type: bool. Default: false</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_PTV_NORMALIZE">
            <summary>
            Configures the <see cref="F:Assimp.PostProcessSteps.PreTransformVertices"/> step
            to normalize all vertex components into the -1...1 range. That is, a bounding
            box for the whole scene is computed where the maximum component is taken
            and all meshes are scaled uniformly. This is useful if you don't know the spatial dimension
            of the input data.
            <para>Type: bool. Default: false</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_FD_REMOVE">
            <summary>
            Configures the <see cref="F:Assimp.PostProcessSteps.FindDegenerates"/> step
            to remove degenerated primitives from the import immediately.
            <para>The default behavior converts degenerated triangles to lines and
            degenerated lines to points.</para>
            <para>Type: bool. Default: false</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_OG_EXCLUDE_LIST">
            <summary>
            Configures the <see cref="F:Assimp.PostProcessSteps.OptimizeGraph"/> step
            to preserve nodes matching a name in a given list. This is a list of 1 to n strings, whitespace ' ' serves as a delimter character.
            Identifiers containing whitespaces must be enclosed in *single* quotation marks. Carriage returns
            and tabs are treated as white space.
            <para>If a node matches one of these names, it will not be modified or removed by the
            postprocessing step.</para>
            <para>Type: string. Default: ""</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_SLM_TRIANGLE_LIMIT">
            <summary>
            Sets the maximum number of triangles a mesh can contain. This is used by the
            <see cref="F:Assimp.PostProcessSteps.SplitLargeMeshes"/> step to determine
            whether a mesh must be split or not.
            <para>Type: int. Default: AiDefines.AI_SLM_DEFAULT_MAX_TRIANGLES</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_SLM_VERTEX_LIMIT">
            <summary>
            Sets the maximum number of vertices in a mesh. This is used by the
            <see cref="F:Assimp.PostProcessSteps.SplitLargeMeshes"/> step to determine
            whether a mesh must be split or not.
            <para>Type: integer. Default: AiDefines.AI_SLM_DEFAULT_MAX_VERTICES</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_LBW_MAX_WEIGHTS">
            <summary>
            Sets the maximum number of bones that can affect a single vertex. This is used
            by the <see cref="F:Assimp.PostProcessSteps.LimitBoneWeights"/> step.
            <para>Type: integer. Default: AiDefines.AI_LBW_MAX_WEIGHTS</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_ICL_PTCACHE_SIZE">
            <summary>
            Sets the size of the post-transform vertex cache to optimize vertices for. This is
            for the <see cref="F:Assimp.PostProcessSteps.ImproveCacheLocality"/> step. The size
            is given in vertices. Of course you can't know how the vertex format will exactly look
            like after the import returns, but you can still guess what your meshes will
            probably have. The default value *has* resulted in slight performance improvements
            for most Nvidia/AMD cards since 2002.
            <para>Type: integer. Default: AiDefines.PP_ICL_PTCACHE_SIZE</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_RVC_FLAGS">
            <summary>
            Input parameter to the <see cref="F:Assimp.PostProcessSteps.RemoveComponent"/> step. 
            It specifies the parts of the data structure to be removed.
            <para>This is a bitwise combination of the <see cref="T:Assimp.ExcludeComponent"/> flag. If no valid mesh is remaining after
            the step is executed, the import FAILS.</para>
            <para>Type: integer. Default: 0</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_SBP_REMOVE">
            <summary>
            Input parameter to the <see cref="F:Assimp.PostProcessSteps.SortByPrimitiveType"/> step.
            It specifies which primitive types are to be removed by the step.
            <para>This is a bitwise combination of the <see cref="T:Assimp.PrimitiveType"/> flag.
            Specifying ALL types is illegal.</para>
            <para>Type: integer. Default: 0</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_FID_ANIM_ACCURACY">
            <summary>
            Input parameter to the <see cref="F:Assimp.PostProcessSteps.FindInvalidData"/> step.
            It specifies the floating point accuracy for animation values, specifically the epislon
            during the comparison. The step checks for animation tracks where all frame values are absolutely equal 
            and removes them. Two floats are considered equal if the invariant <c>abs(n0-n1) &gt; epislon</c> holds
            true for all vector/quaternion components.
            <para>Type: float. Default: 0.0f (comparisons are exact)</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_TUV_EVALUATE">
            <summary>
            Input parameter to the <see cref="F:Assimp.PostProcessSteps.TransformUVCoords"/> step.
            It specifies which UV transformations are to be evaluated.
            <para>This is bitwise combination of the <see cref="T:Assimp.UVTransformFlags"/> flag.</para>
            <para>Type: integer. Default: AiDefines.AI_UV_TRAFO_ALL (All combinations)</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_FAVOUR_SPEED">
            <summary>
            A hint to Assimp to favour speed against import quality. Enabling this option
            may result in faster loading, or it may not. It is just a hint to loaders and post-processing
            steps to use faster code paths if possible. A value not equal to zero stands
            for true.
            <para>Type: integer. Default: 0</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_GLOBAL_KEYFRAME">
            <summary>
            Sets the vertex animation keyframe to be imported. Assimp does not support
            vertex keyframes (only bone animation is supported). The libary reads only one frame of models
            with vertex animations. By default this is the first frame.
            <para>The default value is 0. This option applies to all importers. However, it is
            also possible to override the global setting for a specific loader. You can use the
            AI_CONFIG_IMPORT_XXX_KEYFRAME options where XXX is a placeholder for the file format which
            you want to override the global setting.</para>
            <para>Type: integer. Default: 0</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_MD3_KEYFRAME">
            <summary>
            See the documentation for <see cref="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_GLOBAL_KEYFRAME"/>.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_MD2_KEYFRAME">
            <summary>
            See the documentation for <see cref="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_GLOBAL_KEYFRAME"/>.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_MDL_KEYFRAME">
            <summary>
            See the documentation for <see cref="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_GLOBAL_KEYFRAME"/>.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_MDC_KEYFRAME">
            <summary>
            See the documentation for <see cref="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_GLOBAL_KEYFRAME"/>.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_SMD_KEYFRAME">
            <summary>
            See the documentation for <see cref="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_GLOBAL_KEYFRAME"/>.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_UNREAL_KEYFRAME">
            <summary>
            See the documentation for <see cref="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_GLOBAL_KEYFRAME"/>.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL">
            <summary>
            Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate
            meshes.
            <para>Type: bool. Default: true</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION">
            <summary>
            Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence
            of the 'subdiv' attribute in the file). By default, Assimp performs
            the subdivision using the standard Catmull-Clark algorithm.
            <para>Type: bool. Default: true</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS">
            <summary>
            Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided).
            <para>Type: bool. Default: true</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_TER_MAKE_UVS">
            <summary>
            Configures the terragen import plugin to compute UV's for terrains, if
            they are not given. Furthermore, a default texture is assigned.
            <para>UV coordinates for terrains are so simple to compute that you'll usually 
            want to compute them on your own, if you need them. This option is intended for model viewers which
            want to offer an easy way to apply textures to terrains.</para>
            <para>Type: bool. Default: false</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS">
            <summary>
            Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups
            loaded from the file. Some ASE files carry invalid normals, others don't.
            <para>Type: bool. Default: true</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART">
            <summary>
            Configures the M3D loader to detect and process multi-part Quake player models. These models
            usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is
            set to true, Assimp will try to load and combine all three files if one of them is loaded.
            <para>Type: bool. Default: true</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_MD3_SKIN_NAME">
            <summary>
            Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks
            whether a file named "md3_file_name"_"skin_name".skin exists. These files are used by
            Quake III to be able to assign different skins (e.g. red and blue team) to models. 'default', 'red', 'blue'
            are typical skin names.
            <para>Type: string. Default: "default"</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_MD3_SHADER_SRC">
            <summary>
            Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or
            relative to where all MD3 shaders reside.
            <para>Type: string. Default: ""</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY">
            <summary>
            Configures the LWO loader to load just one layer from the model.
            <para>LWO files consist of layers and in some cases it could be useful to load only one of them.
            This property can be either a string - which specifies the name of the layer - or an integer - the index
            of the layer. If the property is not set then the whole LWO model is loaded. Loading fails
            if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty</para>
            <para>Type: bool. Default: false (All layers are loaded)</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD">
            <summary>
            Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically.
            <para>The default strategy is to look for a file with the same name but with the MD5ANIm extension
            in the same directory. If it is found it is loaded and combined with the MD5MESH file. This configuration
            option can be used to disable this behavior.</para>
            <para>Type: bool. Default: false</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_LWS_ANIM_START">
            <summary>
            Defines the beginning of the time range for which the LWS loader evaluates animations and computes
            AiNodeAnim's.
            <para>Assimp provides full conversion of Lightwave's envelope system, including pre and post
            conditions. The loader computes linearly subsampled animation channels with the frame rate
            given in the LWS file. This property defines the start time.</para>
            <para>Animation channels are only generated if a node has at least one envelope with more than one key
            assigned. This property is given in frames where '0' is the first. By default,
            if this property is not set, the importer takes the animation start from the input LWS
            file ('FirstFrame' line)</para>
            <para>Type: integer. Default: taken from file</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_LWS_ANIM_END">
            <summary>
            Defines the ending of the time range for which the LWS loader evaluates animations and computes
            AiNodeAnim's.
            <para>Assimp provides full conversion of Lightwave's envelope system, including pre and post
            conditions. The loader computes linearly subsampled animation channels with the frame rate
            given in the LWS file. This property defines the end time.</para>
            <para>Animation channels are only generated if a node has at least one envelope with more than one key
            assigned. This property is given in frames where '0' is the first. By default,
            if this property is not set, the importer takes the animation end from the input LWS
            file.</para>
            <para>Type: integer. Default: taken from file</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_IRR_ANIM_FPS">
            <summary>
            Defines the output frame rate of the IRR loader.
            <para>IRR animations are difficult to convert for Assimp and there will always be
            a loss of quality. This setting defines how many keys per second are returned by the converter.</para>
            <para>Type: integer. Default: 100</para>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE">
            <summary>
            Ogre importer will try to load this MaterialFile. If a material file does not
            exist with the same name as a material to load, the ogre importer will try to load this file
            and searches for the material in it.
            <para>Type: string. Default: ""</para>
            </summary>
        </member>
        <member name="T:Assimp.Ray">
            <summary>
            Defines a 3D ray with a point of origin and a direction.
            </summary>
        </member>
        <member name="F:Assimp.Ray.Position">
            <summary>
            Origin of the ray in space.
            </summary>
        </member>
        <member name="F:Assimp.Ray.Direction">
            <summary>
            Direction of the ray.
            </summary>
        </member>
        <member name="M:Assimp.Ray.#ctor(Assimp.Vector3D,Assimp.Vector3D)">
            <summary>
            Constructs a new Ray.
            </summary>
            <param name="pos"></param>
            <param name="dir"></param>
        </member>
        <member name="T:Assimp.Texel">
            <summary>
            Represents a texel in ARGB8888 format.
            </summary>
        </member>
        <member name="F:Assimp.Texel.B">
            <summary>
            Blue component.
            </summary>
        </member>
        <member name="F:Assimp.Texel.G">
            <summary>
            Green component.
            </summary>
        </member>
        <member name="F:Assimp.Texel.R">
            <summary>
            Red component.
            </summary>
        </member>
        <member name="F:Assimp.Texel.A">
            <summary>
            Alpha component.
            </summary>
        </member>
        <member name="M:Assimp.Texel.#ctor(System.Byte,System.Byte,System.Byte,System.Byte)">
            <summary>
            Constructs a new Texel.
            </summary>
            <param name="b">Blue component.</param>
            <param name="g">Green component.</param>
            <param name="r">Red component.</param>
            <param name="a">Alpha component.</param>
        </member>
        <member name="M:Assimp.Texel.op_Equality(Assimp.Texel,Assimp.Texel)">
            <summary>
            Tests equality between two texels.
            </summary>
            <param name="a">First texel</param>
            <param name="b">Second texel</param>
            <returns>True if the texels are equal, false otherwise.</returns>
        </member>
        <member name="M:Assimp.Texel.op_Inequality(Assimp.Texel,Assimp.Texel)">
            <summary>
            Tests inequality between two texels.
            </summary>
            <param name="a">First texel</param>
            <param name="b">Second texel</param>
            <returns>True if the texels are not equal, false otherwise.</returns>
        </member>
        <member name="M:Assimp.Texel.op_Implicit(Assimp.Texel)~Assimp.Color4D">
            <summary>
            Implicitly converts a texel to a Color4D.
            </summary>
            <param name="texel">Texel to convert</param>
            <returns>Converted Color4D</returns>
        </member>
        <member name="M:Assimp.Texel.Equals(System.Object)">
            <summary>
            Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
            </summary>
            <param name="obj">The <see cref="T:System.Object"/> to compare with this instance.</param>
            <returns>
              <c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:Assimp.Texel.Equals(Assimp.Texel)">
            <summary>
            Tests equality between this key and another.
            </summary>
            <param name="other">Other key to test</param>
            <returns>True if their indices are equal</returns>
        </member>
        <member name="M:Assimp.Texel.GetHashCode">
            <summary>
            Returns a hash code for this instance.
            </summary>
            <returns>
            A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. 
            </returns>
        </member>
        <member name="M:Assimp.Texel.ToString">
            <summary>
            Returns a <see cref="T:System.String"/> that represents this instance.
            </summary>
            <returns>
            A <see cref="T:System.String"/> that represents this instance.
            </returns>
        </member>
        <member name="T:Assimp.Light">
            <summary>
            Describes a light source in the scene. Assimp supports multiple light sources
            including spot, point, and directional lights. All are defined by a single structure
            and distinguished by their parameters. Lights have corresponding nodes in the scenegraph.
            <para>Some file formats such as 3DS and ASE export a "target point", e.g. the point
            a spot light is looking at (it can even be animated). Assimp writes the target point as a subnode
            of a spotlight's main node called "spotName.Target". However, this is just additional information
            then, the transform tracks of the main node make the spot light already point in the right direction.</para>
            </summary>
        </member>
        <member name="M:Assimp.Light.#ctor(Assimp.Unmanaged.AiLight)">
            <summary>
            Constructs a new Light.
            </summary>
            <param name="light">Unmanaged AiLight struct</param>
        </member>
        <member name="P:Assimp.Light.Name">
            <summary>
            Gets the name of the light source. This corresponds to a node present in the scenegraph.
            </summary>
        </member>
        <member name="P:Assimp.Light.LightType">
            <summary>
            Gets the type of light source. This should never be undefined.
            </summary>
        </member>
        <member name="P:Assimp.Light.AngleInnerCone">
            <summary>
            Gets the inner angle of a spot light's light cone. The spot light has
            maximum influence on objects inside this angle. The angle is given in radians, it
            is 2PI for point lights and defined for directional lights.
            </summary>
        </member>
        <member name="P:Assimp.Light.AngleOuterCone">
            <summary>
            Gets the outer angle of a spot light's light cone. The spot light does not affect objects outside
            this angle. The angle is given in radians. It is 2PI for point lights and undefined for
            directional lights. The outer angle must be greater than or equal to the inner angle.
            </summary>
        </member>
        <member name="P:Assimp.Light.AttenuationConstant">
            <summary>
            Gets the constant light attenuation factor. The intensity of the light source
            at a given distance 'd' from the light position is <code>Atten = 1 / (att0 + att1 * d + att2 * d*d)</code>.
            <para>This member corresponds to the att0 variable in the equation and is undefined for directional lights.</para>
            </summary>
        </member>
        <member name="P:Assimp.Light.AttenuationLinear">
            <summary>
            Gets the linear light attenuation factor. The intensity of the light source
            at a given distance 'd' from the light position is <code>Atten = 1 / (att0 + att1 * d + att2 * d*d)</code>
            <para>This member corresponds to the att1 variable in the equation and is undefined for directional lights.</para>
            </summary>
        </member>
        <member name="P:Assimp.Light.AttenuationQuadratic">
            <summary>
            Gets the quadratic light attenuation factor. The intensity of the light source
            at a given distance 'd' from the light position is <code>Atten = 1 / (att0 + att1 * d + att2 * d*d)</code>.
            <para>This member corresponds to the att2 variable in the equation and is undefined for directional lights.</para>
            </summary>
        </member>
        <member name="P:Assimp.Light.Position">
            <summary>
            Gets the position of the light source in space, relative to the
            transformation of the node corresponding to the light. This is undefined for
            directional lights.
            </summary>
        </member>
        <member name="P:Assimp.Light.Direction">
            <summary>
            Gets the direction of the light source in space, relative to the transformation
            of the node corresponding to the light. This is undefined for point lights.
            </summary>
        </member>
        <member name="P:Assimp.Light.ColorDiffuse">
            <summary>
            Gets the diffuse color of the light source.  The diffuse light color is multiplied with
            the diffuse material color to obtain the final color that contributes to the diffuse shading term.
            </summary>
        </member>
        <member name="P:Assimp.Light.ColorSpecular">
            <summary>
            Gets the specular color of the light source. The specular light color is multiplied with the
            specular material color to obtain the final color that contributes to the specular shading term.
            </summary>
        </member>
        <member name="P:Assimp.Light.ColorAmbient">
            <summary>
            Gets the ambient color of the light source. The ambient light color is multiplied with the ambient
            material color to obtain the final color that contributes to the ambient shading term.
            </summary>
        </member>
        <member name="T:Assimp.MeshKey">
            <summary>
            Binds an anim mesh (referenced by an index) to a specific point in time.
            </summary>
        </member>
        <member name="F:Assimp.MeshKey.Time">
            <summary>
            The time of this key.
            </summary>
        </member>
        <member name="F:Assimp.MeshKey.Value">
            <summary>
            Index of the anim mesh that corresponds to this keyframe.
            </summary>
        </member>
        <member name="M:Assimp.MeshKey.#ctor(System.Double,System.UInt32)">
            <summary>
            Constructs a new MeshKey.
            </summary>
            <param name="time">The time of this key.</param>
            <param name="index">Index of the anim mesh that corresponds to this keyframe.</param>
        </member>
        <member name="M:Assimp.MeshKey.op_Equality(Assimp.MeshKey,Assimp.MeshKey)">
            <summary>
            Tests equality between two keys.
            </summary>
            <param name="a">The first key</param>
            <param name="b">The second key</param>
            <returns>True if the key's indices are the same, false otherwise</returns>
        </member>
        <member name="M:Assimp.MeshKey.op_Inequality(Assimp.MeshKey,Assimp.MeshKey)">
            <summary>
            Tests inequality between two keys.
            </summary>
            <param name="a">The first key</param>
            <param name="b">The second key</param>
            <returns>True if the key's indices are not equal, false otherwise.</returns>
        </member>
        <member name="M:Assimp.MeshKey.op_LessThan(Assimp.MeshKey,Assimp.MeshKey)">
            <summary>
            Tests inequality between two keys.
            </summary>
            <param name="a">The first key</param>
            <param name="b">The second key</param>
            <returns>True if the first key's time is less than the second key's.</returns>
        </member>
        <member name="M:Assimp.MeshKey.op_GreaterThan(Assimp.MeshKey,Assimp.MeshKey)">
            <summary>
            Tests inequality between two keys.
            </summary>
            <param name="a">The first key</param>
            <param name="b">The second key</param>
            <returns>True if the first key's time is greater than the second key's.</returns>
        </member>
        <member name="M:Assimp.MeshKey.Equals(System.Object)">
            <summary>
            Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
            </summary>
            <param name="obj">The <see cref="T:System.Object"/> to compare with this instance.</param>
            <returns>
              <c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:Assimp.MeshKey.Equals(Assimp.MeshKey)">
            <summary>
            Tests equality between this key and another.
            </summary>
            <param name="key">Other key to test</param>
            <returns>True if their indices are equal</returns>
        </member>
        <member name="M:Assimp.MeshKey.GetHashCode">
            <summary>
            Returns a hash code for this instance.
            </summary>
            <returns>
            A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. 
            </returns>
        </member>
        <member name="M:Assimp.MeshKey.ToString">
            <summary>
            Returns a <see cref="T:System.String"/> that represents this instance.
            </summary>
            <returns>
            A <see cref="T:System.String"/> that represents this instance.
            </returns>
        </member>
        <member name="T:Assimp.Unmanaged.AiDefines">
            <summary>
            Static class that has a number of constants that are found in Assimp. These can be limits to configuration property default values. The constants
            are grouped according to their usage or where they're found in the Assimp include files.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiDefines.AI_SLM_DEFAULT_MAX_TRIANGLES">
            <summary>
            Default value for <see cref="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_SLM_TRIANGLE_LIMIT"/>.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiDefines.AI_SLM_DEFAULT_MAX_VERTICES">
            <summary>
            Default value for <see cref="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_SLM_VERTEX_LIMIT"/>.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiDefines.AI_LBW_MAX_WEIGHTS">
            <summary>
            Default value for <see cref="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_LBW_MAX_WEIGHTS"/>.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiDefines.PP_ICL_PTCACHE_SIZE">
            <summary>
            Default value for <see cref="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_ICL_PTCACHE_SIZE"/>.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiDefines.AI_UVTRAFO_ALL">
            <summary>
            Default value for <see cref="F:Assimp.Unmanaged.AiConfigs.AI_CONFIG_PP_TUV_EVALUATE"/>
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiDefines.AI_MAX_FACE_INDICES">
            <summary>
            Defines the maximum number of indices per face (polygon).
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiDefines.AI_MAX_BONE_WEIGHTS">
            <summary>
            Defines the maximum number of bone weights.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiDefines.AI_MAX_VERTICES">
            <summary>
            Defines the maximum number of vertices per mesh.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiDefines.AI_MAX_FACES">
            <summary>
            Defines the maximum number of faces per mesh.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiDefines.AI_MAX_NUMBER_OF_COLOR_SETS">
            <summary>
            Defines the maximum number of vertex color sets per mesh.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiDefines.AI_MAX_NUMBER_OF_TEXTURECOORDS">
            <summary>
            Defines the maximum number of texture coordinate sets (UV(W) channels) per mesh.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiDefines.MAX_LENGTH">
            <summary>
            Defines the maximum length of a string used in AiString.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiDefines.AI_DEFAULT_MATERIAL_NAME">
            <summary>
            Defines the default color material.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiDefines.AI_DEFAULT_TEXTURED_MATERIAL_NAME">
            <summary>
            Defines the default textured material (if the meshes have UV coords).
            </summary>
        </member>
        <member name="T:Assimp.Mesh">
            <summary>
            A mesh represents geometry with a single material.
            </summary>
        </member>
        <member name="M:Assimp.Mesh.#ctor(Assimp.Unmanaged.AiMesh)">
            <summary>
            Constructs a new Mesh.
            </summary>
            <param name="mesh">Unmanaged AiMesh struct.</param>
        </member>
        <member name="M:Assimp.Mesh.HasVertexColors(System.Int32)">
            <summary>
            Checks if the mesh has vertex colors for the specified channel. If
            this returns true, you can be confident that the channel contains
            the same number of vertex colors as there are vertices in this mesh.
            </summary>
            <param name="channelIndex">Channel index</param>
            <returns>True if vertex colors are present in the channel.</returns>
        </member>
        <member name="M:Assimp.Mesh.HasTextureCoords(System.Int32)">
            <summary>
            Checks if the mesh has texture coordinates for the specified channel.
            If this returns true, you can be confident that the channel contains the same
            number of texture coordinates as there are vertices in this mesh.
            </summary>
            <param name="channelIndex">Channel index</param>
            <returns>True if texture coordinates are present in the channel.</returns>
        </member>
        <member name="M:Assimp.Mesh.GetVertexColors(System.Int32)">
            <summary>
            Gets the array of vertex colors from the specified vertex color channel.
            </summary>
            <param name="channelIndex">Channel index</param>
            <returns>The vertex color array, or null if it does not exist.</returns>
        </member>
        <member name="M:Assimp.Mesh.GetTextureCoords(System.Int32)">
            <summary>
            Gets the array of texture coordinates from the specified texture coordinate
            channel.
            </summary>
            <param name="channelIndex">Channel index</param>
            <returns>The texture coordinate array, or null if it does not exist.</returns>
        </member>
        <member name="M:Assimp.Mesh.GetUVComponentCount(System.Int32)">
            <summary>
            Gets the number of UV(W) components for the texture coordinate channel, this
            usually either 2 (UV) or 3 (UVW). No components mean the texture coordinate channel
            does not exist. The channel index matches the texture coordinate channel index.
            </summary>
            <param name="channelIndex">Channel index</param>
            <returns>The number of UV(W) components the texture coordinate channel contains</returns>
        </member>
        <member name="M:Assimp.Mesh.GetIndices">
            <summary>
            Convienence method for accumulating all face indices into a single
            index array.
            </summary>
            <returns>uint index array</returns>
        </member>
        <member name="M:Assimp.Mesh.GetIntIndices">
            <summary>
            Convienence method for accumulating all face indices into a single
            index array.
            </summary>
            <returns>int index array</returns>
        </member>
        <member name="M:Assimp.Mesh.GetShortIndices">
            <summary>
            Convienence method for accumulating all face indices into a single
            index array.
            </summary>
            <returns>short index array</returns>
        </member>
        <member name="P:Assimp.Mesh.Name">
            <summary>
            Gets the mesh name. This tends to be used
            when formats name nodes and meshes independently,
            vertex animations refer to meshes by their names,
            or importers split meshes up, each mesh will reference
            the same (dummy) name.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.PrimitiveType">
            <summary>
            Gets the primitive type. This may contain more than one
            type unless if <see cref="F:Assimp.PostProcessSteps.SortByPrimitiveType"/>
            option is not set.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.MaterialIndex">
            <summary>
            Gets the index of the material associated with this mesh.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.VertexCount">
            <summary>
            Gets the number of vertices in this mesh. This is also
            the size for all per-vertex data arays.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.HasVertices">
            <summary>
            Gets if the mesh has a vertex array. This should always return
            true provided no special scene flags are set.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.Vertices">
            <summary>
            Gets the vertex position array.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.HasNormals">
            <summary>
            Gets if the mesh as normals.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.Normals">
            <summary>
            Gets the vertex normal array.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.HasTangentBasis">
            <summary>
            Gets if the mesh has tangents and bitangents. It is not
            possible for one to be without the other.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.Tangents">
            <summary>
            Gets the vertex tangent array.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.BiTangents">
            <summary>
            Gets the vertex bitangent array.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.FaceCount">
            <summary>
            Gets the number of faces contained in the mesh.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.HasFaces">
            <summary>
            Gets if the mesh contains faces. If no special
            scene flags are set, this should always return true.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.Faces">
            <summary>
            Gets the mesh's faces. Each face will contain indices
            to the vertices.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.VertexColorChannelCount">
            <summary>
            Gets the number of valid vertex color channels contained in the
            mesh. This can be a value between zero and the maximum vertex color count.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.TextureCoordsChannelCount">
            <summary>
            Gets the number of valid texture coordinate channels contained
            in the mesh. This can be a value between zero and the maximum texture coordinate count.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.BoneCount">
            <summary>
            Gets the number of bones that influence this mesh.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.HasBones">
            <summary>
            Gets if this mesh has bones.
            </summary>
        </member>
        <member name="P:Assimp.Mesh.Bones">
            <summary>
            Gets the bones that influence this mesh.
            </summary>
        </member>
        <member name="T:Assimp.Plane">
            <summary>
            Represents a plane in three-dimensional euclidean space where
            A, B, C are components of the plane normal and D is the distance along the
            normal from the origin to the plane.
            </summary>
        </member>
        <member name="F:Assimp.Plane.A">
            <summary>
            X component of the normal vector.
            </summary>
        </member>
        <member name="F:Assimp.Plane.B">
            <summary>
            Y component of the normal vector.
            </summary>
        </member>
        <member name="F:Assimp.Plane.C">
            <summary>
            Z component of the normal vector.
            </summary>
        </member>
        <member name="F:Assimp.Plane.D">
            <summary>
            Distance from the origin to the plane along the normal vector.
            </summary>
        </member>
        <member name="M:Assimp.Plane.#ctor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a new Plane.
            </summary>
            <param name="a">X component of the normal vector.</param>
            <param name="b">Y component of the normal vector.</param>
            <param name="c">Z component of the normal vector.</param>
            <param name="d">Distance from the origin to the plane along the normal vector.</param>
        </member>
        <member name="T:Assimp.MemoryHelper">
            <summary>
            Helper static class containing functions that aid dealing with unmanaged memory to managed memory conversions.
            </summary>
        </member>
        <member name="M:Assimp.MemoryHelper.MarshalArray``1(System.IntPtr,System.Int32)">
            <summary>
            Marshals a c-style pointer array to a managed array of structs. This will read
            from the start of the IntPtr provided and care should be taken in ensuring that the number
            of elements to read is correct.
            </summary>
            <typeparam name="T">Struct type</typeparam>
            <param name="pointer">Pointer to unmanaged memory</param>
            <param name="length">Number of elements to marshal</param>
            <returns>Managed array, or null if the pointer was not valid</returns>
        </member>
        <member name="M:Assimp.MemoryHelper.MarshalArray``1(System.IntPtr,System.Int32,System.Boolean)">
            <summary>
            Marshals a c-style pointer array to a manged array of structs. Takes in a parameter denoting if the
            pointer is a "pointer to a pointer" (void**) which requires some extra care. This will read from the start of
            the IntPtr and care should be taken in esnuring that the number of elements to read is correct.
            </summary>
            <typeparam name="T">Struct type</typeparam>
            <param name="pointer">Pointer to unmanaged memory</param>
            <param name="length">Number of elements to marshal</param>
            <param name="pointerToPointer">True if the unmanaged pointer is void** or not.</param>
            <returns>Managed array, or null if the pointer was not valid</returns>
        </member>
        <member name="M:Assimp.MemoryHelper.MarshalStructure``1(System.IntPtr)">
            <summary>
            Convienence method for marshaling a pointer to a structure.
            </summary>
            <typeparam name="T">Struct type</typeparam>
            <param name="ptr">Pointer to marshal</param>
            <returns>Marshaled structure</returns>
        </member>
        <member name="M:Assimp.MemoryHelper.ReadStreamFully(System.IO.Stream,System.Int32)">
            <summary>
            Reads a stream until the end is reached into a byte array. Based on
            <a href="http://www.yoda.arachsys.com/csharp/readbinary.html">Jon Skeet's implementation</a>.
            It is up to the caller to dispose of the stream.
            </summary>
            <param name="stream">Stream to read all bytes from</param>
            <param name="initialLength">Initial buffer length, default is 32K</param>
            <returns>The byte array containing all the bytes from the stream</returns>
        </member>
        <member name="T:Assimp.Face">
            <summary>
            A single face in a mesh, referring to multiple vertices. This can be a triangle
            if the index count is equal to three, or a polygon if the count is greater than three.
            
            Since multiple primitive types can be contained in a single mesh, this approach
            allows you to better examine how the mesh is constructed. If you use the <see cref="F:Assimp.PostProcessSteps.SortByPrimitiveType"/>
            post process step flag during import, then each mesh will be homogenous where primitive type is concerned.
            </summary>
        </member>
        <member name="M:Assimp.Face.#ctor(Assimp.Unmanaged.AiFace)">
            <summary>
            Constructs a new Face.
            </summary>
            <param name="face">Unmanaged AiFace structure</param>
        </member>
        <member name="P:Assimp.Face.IndexCount">
            <summary>
            Gets the number of indices defined in the face.
            </summary>
        </member>
        <member name="P:Assimp.Face.Indices">
            <summary>
            Gets the indices that refer to positions of vertex data in the mesh's vertex 
            arrays.
            </summary>
        </member>
        <member name="T:Assimp.PostProcessSteps">
            <summary>
            Post processing flag options, specifying a number of steps
            that can be run on the data to either generate additional vertex
            data or optimize the imported data.
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.None">
            <summary>
            No flags enabled.
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.CalculateTangentSpace">
            <summary>
            Calculates the tangents and binormals (bitangents)
            for the imported meshes.
            <para>
            This does nothing if a mesh does not have normals. You might
            want this post processing step to be executed if you plan
            to use tangent space calculations such as normal mapping. There is a
            config setting AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE which
            allows you to specify a maximimum smoothing angle for the algorithm.
            However, usually you'll want to leave it at the default value.
            </para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.JoinIdenticalVertices">
            <summary>
            Identifies and joins identical vertex data sets within all
            imported meshes.
            <para>
            After this step is run each mesh does contain only unique vertices
            anymore, so a vertex is possibly used by multiple faces. You usually
            want to use this post processing step. If your application deals with
            indexed geometry, this step is compulsory or you'll just waste rendering
            time.</para>
            <para>If this flag is not specified, no vertices are referenced by more than one
            face and no index buffer is required for rendering.</para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.MakeLeftHanded">
            <summary>
            Converts all imported data to a left handed coordinate space.
            
            <para>By default the data is returned in a right-handed coordinate space,
            where +X points to the right, +Z towards the viewer, and +Y upwards.</para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.Triangulate">
            <summary>
            Triangulates all faces of all meshes.
            <para>
            By default the imported mesh data might contain faces with more than 
            three indices. For rendering you'll usually want all faces to
            be triangles. This post processing step splits up all
            higher faces to triangles. Line and point primitives are *not*
            modified. If you want 'triangles only' with no other kinds of primitives,
            try the following:
            </para>
            <list type="number">
            <item>
            <description>Specify both <see cref="F:Assimp.PostProcessSteps.Triangulate"/> and <see cref="F:Assimp.PostProcessSteps.SortByPrimitiveType"/>.</description>
            </item>
            <item>
            <description>Ignore all point and line meshes when you process Assimp's output</description>
            </item>
            </list>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.RemoveComponent">
            <summary>
            Removes some parts of the data structure (animations, materials,
            light sources, cameras, textures, vertex components).
            <para>
            The components to be removed are specified in a separate configuration
            option, AI_CONFIG_PP_RVC_FLAGS. This is quite useful if you don't
            need all parts of the output structure. Especially vertex colors are rarely used today...calling this step to remove
            unrequired stuff from the pipeline as early as possible results in an increased
            performance and a better optimized output data structure.
            </para>
            <para>
            This step is also useful if you want to force Assimp to recompute normals
            or tangents. the corresponding steps don't recompute them if they're already
            there (loaded from the source asset). By using this step you can make sure
            they are NOT there.</para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.GenerateNormals">
            <summary>
            Generates normals for all faces of all meshes. It may not be
            specified together with <see cref="F:Assimp.PostProcessSteps.GenerateSmoothNormals"/>.
            <para>
            This is ignored if normals are already there at the time where this
            flag is evaluated. Model importers try to load them from the source file,
            so they're usually already there. Face normals are shared between all
            points of a single face, so a single point can have multiple normals,
            which in other words, forces the library to duplicate vertices in
            some cases. This makes <see cref="F:Assimp.PostProcessSteps.JoinIdenticalVertices"/> senseless then.
            </para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.GenerateSmoothNormals">
            <summary>
            Generates smooth normals for all vertices of all meshes. It
            may not be specified together with <see cref="F:Assimp.PostProcessSteps.GenerateNormals"/>.
            <para>
            This is ignored if normals are already there at the time where
            this flag is evaluated. Model importers try to load them from the
            source file, so they're usually already there.
            </para>
            <para>The configuration option AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE
            allows you to specify an angle maximum for the normal smoothing algorithm.
            Normals exceeding this limit are not smoothed, resulting in a 'hard' seam
            between two faces. using a decent angle here (e.g. 80 degrees) results in a very good visual
            appearance.</para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.SplitLargeMeshes">
            <summary>
            Splits large meshes into smaller submeshes.
            <para>
            This is useful for realtime rendering where the number
            of triangles which can be maximally processed in a single draw call is
            usually limited by the video driver/hardware. The maximum vertex buffer
            is usually limited, too. Both requirements can be met with this step:
            you may specify both a triangle and a vertex limit for a single mesh.
            </para>
            <para>The split limits can be set through the AI_CONFIG_PP_SLM_VERTEX_LIMIT
            and AI_CONFIG_PP_SLM_TRIANGLE_LIMIT config settings. The default
            values are 1,000,000.</para>
            
            <para>Warning: This can be a time consuming task.</para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.PreTransformVertices">
            <summary>
            Removes the node graph and "bakes" (pre-transforms) all
            vertices with the local transformation matrices of their nodes.
            The output scene does still contain nodes, however, there is only
            a root node with children, each one referencing only one mesh. 
            Each mesh referencing one material. For rendering, you can simply render
            all meshes in order, you don't need to pay attention to local transformations
            and the node hierarchy.
            
            <para>Warning: Animations are removed during this step.</para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.LimitBoneWeights">
            <summary>
            Limits the number of bones simultaneously affecting a single
            vertex to a maximum value.
            <para>
            If any vertex is affected by more than that number of bones,
            the least important vertex weights are removed and the remaining vertex
            weights are re-normalized so that the weights still sum up to 1.
            </para>
            <para>The default bone weight limit is 4 and uses the
            AI_LMW_MAX_WEIGHTS config. If you intend to perform the skinning in hardware, this post processing
            step might be of interest for you.</para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.ValidateDataStructure">
            <summary>
            Validates the imported scene data structure.
            <para>
            This makes sure that all indices are valid, all animations
            and bones are linked correctly, all material references are
            correct, etc.
            </para>
            It is recommended to capture Assimp's log output if you use this flag,
            so you can easily find out what's actually wrong if a file fails the
            validation. The validator is quite rude and will find *all* inconsistencies
            in the data structure. There are two types of failures:
            <list type="bullet">
            <item>
            <description>Error: There's something wrong with the imported data. Further
            postprocessing is not possible and the data is not usable at all. The import
            fails.</description>
            </item>
            <item>
            <description>Warning: There are some minor issues (e.g. 1000000 animation keyframes
            with the same time), but further postprocessing and use of the data structure is still
            safe. Warning details are written to the log file.</description>
            </item>
            </list>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.ImproveCacheLocality">
            <summary>
            Re-orders triangles for better vertex cache locality.
            
            <para>This step tries to improve the ACMR (average post-transform vertex cache
            miss ratio) for all meshes. The implementation runs in O(n) time 
            and is roughly based on the <a href="http://www.cs.princeton.edu/gfx/pubs/Sander_2007_%3ETR/tipsy.pdf">'tipsify' algorithm</a>.</para>
            
            <para>If you intend to render huge models in hardware, this step might be of interest for you.
            The AI_CONFIG_PP_ICL_PTCACHE_SIZE config setting can be used to fine tune
            the cache optimization.</para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.RemoveRedundantMaterials">
            <summary>
            Searches for redundant/unreferenced materials and removes them.
            <para>
            This is especially useful in combination with the  PreTransformVertices
            and OptimizeMeshes flags. Both join small meshes with equal characteristics, but
            they can't do their work if two meshes have different materials. Because several
            material settings are always lost during Assimp's import filders and because many
            exporters don't check for redundant materials, huge models often have materials which
            are defined several times with exactly the same settings.
            </para>
            <para>Several material settings not contributing to the final appearance of a surface
            are ignored in all comparisons ... the material name is one of them. So, if you're passing
            additional information through the content pipeline (probably using *magic* material names),
            don't specify this flag. Alternatively, take a look at the AI_CONFIG_PP_RRM_EXCLUDE_LIST
            setting.</para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.FixInFacingNormals">
            <summary>
            This step tries to determine which meshes have normal vectors
            that are facing inwards. 
            <para>
            The algorithm is simple but effective:
            </para>
            <para>The bounding box of all vertices and their normals are compared
            against the volume of the bounding box of all vertices without their normals.
            This works well for most objects, problems might occur with planar surfaces. However,
            the step tries to filter such cases. The step inverts all in-facing normals.
            Generally, it is recommended to enable this step, although the result is not
            always correct.</para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.SortByPrimitiveType">
            <summary>
            This step splits meshes with more than one primitive type in homogeneous submeshes.
            <para>
            This step is executed after triangulation and after it returns, just one
            bit is set in aiMesh:mPrimitiveTypes. This is especially useful for real-time
            rendering where point and line primitives are often ignored or rendered separately.
            </para>
            <para>
            You can use AI_CONFIG_PP_SBP_REMOVE option to specify which primitive types you need.
            This can be used to easily exclude lines and points, which are rarely used,
            from the import.
            </para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.FindDegenerates">
            <summary>
            This step searches all meshes for degenerated primitives and
            converts them to proper lines or points. A face is 'degenerated' if one or more of its points are identical.
            <para>
            To have degenerated primitives removed, specify the <see cref="F:Assimp.PostProcessSteps.FindDegenerates"/> flag
            try one of the following procedures:
            </para>
            <list type="numbers">
            <item>
            <description>To support lines and points: Set the
            AI_CONFIG_PP_FD_REMOVE option to one. This will cause the step to remove degenerated triangles as
            soon as they are detected. They won't pass any further pipeline steps.</description>
            </item>
            <item>
            <description>If you don't support lines and points: Specify <see cref="F:Assimp.PostProcessSteps.SortByPrimitiveType"/> flag, which
            will move line and point primitives to separate meshes.  Then set the AI_CONFIG_PP_SBP_REMOVE
            option to <see cref="F:Assimp.PrimitiveType.Point"/> and <see cref="F:Assimp.PrimitiveType.Line"/> to cause <see cref="F:Assimp.PostProcessSteps.SortByPrimitiveType"/> step
            to reject point and line meshes from the scene.</description>
            </item>
            </list>
            <para>
            Degenerated polygons are not necessarily evil and that's why they are not removed by default. There are several
            file formats which do not support lines or points where exporters bypass the format specification and write
            them as degenerated triangles instead.
            </para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.FindInvalidData">
            <summary>
            This step searches all meshes for invalid data, such as zeroed
            normal vectors or invalid UV coordinates and removes or fixes them.
            This is intended to get rid of some common exporter rrors.
            <para>
            This is especially useful for normals. If they are invalid,
            and the step recognizes this, they will be removed and can later
            be recomputed, e.g. by the GenerateSmoothNormals flag. The step
            will also remove meshes that are infinitely small and reduce animation
            tracks consisting of hundreds of redundant keys to a single key. The
            AI_CONFIG_PP_FID_ANIM_ACCURACY config property decides the accuracy of the check
            for duplicate animation tracks.</para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.GenerateUVCoords">
            <summary>
            This step converts non-UV mappings (such as spherical or
            cylindrical mapping) to proper texture coordinate channels.
            
            <para>Most applications will support UV mapping only, so you will
            probably want to specify this step in every case. Note that Assimp
            is not always able to match the original mapping implementation of the 3D
            app which produced a model perfectly. It's always better
            to let the father app compute the UV channels, at least 3DS max, maya, blender,
            lightwave, modo, .... are able to achieve this.</para>
            
            <para>If this step is not requested, you'll need to process the MATKEY_MAPPING
            material property in order to display all assets properly.</para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.TransformUVCoords">
            <summary>
            Applies per-texture UV transformations and bakes them to stand-alone vtexture
            coordinate channels.
            
            <para>UV Transformations are specified per-texture - see the MATKEY_UVTRANSFORM material
            key for more information. This step processes all textures with transformed input UV coordinates
            and generates new (pretransformed) UV channel transformations, so you will probably
            want to specify this step.</para>
            
            <para>UV transformations are usually implemented in realtime apps by
            transforming texture coordinates in a vertex shader stage with a 3x3 (homogenous)
            transformation matrix.</para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.FindInstances">
            <summary>
            Searches for duplicated meshes and replaces them with a reference
            to the first mesh.
            <para>
            This is time consuming, so don't use it if you have no time. Its
            main purpose is to work around the limitation with some
            file formats that don't support instanced meshes, so exporters
            duplicate meshes.
            </para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.OptimizeMeshes">
            <summary>
            Attempts to reduce the number of meshes (and draw calls). 
            <para>
            This is recommended to be used together with <see cref="F:Assimp.PostProcessSteps.OptimizeGraph"/>
            and is fully compatible with both <see cref="F:Assimp.PostProcessSteps.SplitLargeMeshes"/> and <see cref="F:Assimp.PostProcessSteps.SortByPrimitiveType"/>.
            </para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.OptimizeGraph">
            <summary>
            Optimizes scene hierarchy. Nodes with no animations, bones,
            lights, or cameras assigned are collapsed and joined.
            
            <para>Node names can be lost during this step, you can specify
            names of nodes that should'nt be touched or modified
            with AI_CONFIG_PP_OG_EXCLUDE_LIST.</para>
            
            <para>Use this flag with caution. Most simple files will be collapsed to a 
            single node, complex hierarchies are usually completely lost. That's not
            the right choice for editor environments, but probably a very effective
            optimization if you just want to get the model data, convert it to your
            own format and render it as fast as possible. </para>
            
            <para>This flag is designed to be used with <see cref="F:Assimp.PostProcessSteps.OptimizeMeshes"/> for best
            results.</para>
            
            <para>Scenes with thousands of extremely small meshes packed
            in deeply nested nodes exist for almost all file formats.
            Usage of this and <see cref="F:Assimp.PostProcessSteps.OptimizeMeshes"/> usually fixes them all and
            makes them renderable.</para>
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.FlipUVs">
            <summary>
            Flips all UV coordinates along the y-axis
            and adjusts material settings/bitangents accordingly.
            </summary>
        </member>
        <member name="F:Assimp.PostProcessSteps.FlipWindingOrder">
            <summary>
            Flips face winding order from CCW (default) to CW.
            </summary>
        </member>
        <member name="T:Assimp.ExcludeComponent">
            <summary>
            Enumerates components of the scene or mesh data that
            can be excluded from the import using the post process step
            RemoveComponent.
            </summary>
        </member>
        <member name="F:Assimp.ExcludeComponent.None">
            <summary>
            No components to be excluded.
            </summary>
        </member>
        <member name="F:Assimp.ExcludeComponent.Normals">
            <summary>
            Removes normal vectors
            </summary>
        </member>
        <member name="F:Assimp.ExcludeComponent.TangentBasis">
            <summary>
            Removes tangents/binormals
            </summary>
        </member>
        <member name="F:Assimp.ExcludeComponent.Colors">
            <summary>
            Removes all color sets.
            </summary>
        </member>
        <member name="F:Assimp.ExcludeComponent.TexCoords">
            <summary>
            Removes all texture UV sets.
            </summary>
        </member>
        <member name="F:Assimp.ExcludeComponent.Boneweights">
            <summary>
            Remove all boneweights from all meshes. Scenegraph
            nodes corresponding to the bones are NOT removed.
            Use OptimizeGraph step to remove them.
            </summary>
        </member>
        <member name="F:Assimp.ExcludeComponent.Animations">
            <summary>
            Removes all node animations.  Coressponding scenegraph
            nodes are NOT removed. Use OptimizeGraph step to 
            remove them.
            </summary>
        </member>
        <member name="F:Assimp.ExcludeComponent.Textures">
            <summary>
            Removes all embedded textures.
            </summary>
        </member>
        <member name="F:Assimp.ExcludeComponent.Lights">
            <summary>
            Removes all light sources. The corresponding scenegraph nodes are
            NOT removed. Use the OptimizeGraph step to do this.
            </summary>
        </member>
        <member name="F:Assimp.ExcludeComponent.Cameras">
            <summary>
            Removes all cameras. The corresponding scenegraph
            nodes are NOT removed. Use the OptimizeGraph step
            to do this.
            </summary>
        </member>
        <member name="F:Assimp.ExcludeComponent.Meshes">
            <summary>
            Removes all meshes.
            </summary>
        </member>
        <member name="F:Assimp.ExcludeComponent.Materials">
            <summary>
            Removes all materials. One default material will be generated.
            </summary>
        </member>
        <member name="T:Assimp.PrimitiveType">
            <summary>
            Enumerates geometric primitive types.
            </summary>
        </member>
        <member name="F:Assimp.PrimitiveType.Point">
            <summary>
            Point primitive. This is just a single vertex
            in the virtual world. A face has one index for such a primitive.
            </summary>
        </member>
        <member name="F:Assimp.PrimitiveType.Line">
            <summary>
            Line primitive. This is  a line defined through a start and an
            end position. A face contains exactly two indices for such a primitive.
            </summary>
        </member>
        <member name="F:Assimp.PrimitiveType.Triangle">
            <summary>
            Triangle primitive, consisting of three indices.
            </summary>
        </member>
        <member name="F:Assimp.PrimitiveType.Polygon">
            <summary>
            A n-Gon that has more than three edges (thus is not a triangle).
            </summary>
        </member>
        <member name="T:Assimp.AnimationBehaviour">
            <summary>
            Defines an animation channel behaves outside the defined
            time range. This corresponds to the prestate and poststates
            of the animation node.
            </summary>
        </member>
        <member name="F:Assimp.AnimationBehaviour.Default">
            <summary>
            The value from the default node transformation is taken.
            </summary>
        </member>
        <member name="F:Assimp.AnimationBehaviour.Constant">
            <summary>
            The nearest key value is used without interpolation.
            </summary>
        </member>
        <member name="F:Assimp.AnimationBehaviour.Linear">
            <summary>
            The value of the nearest two keys is linearly extrapolated for the current
            time value.
            </summary>
        </member>
        <member name="F:Assimp.AnimationBehaviour.Repeat">
            <summary>
            The animation is repeated. If the animation key goes from n to m
            and the current time is t, use the value at (t - n ) % (|m-n|).
            </summary>
        </member>
        <member name="T:Assimp.LightSourceType">
            <summary>
            Enumerates all supported light sources.
            </summary>
        </member>
        <member name="F:Assimp.LightSourceType.Undefined">
            <summary>
            Unknown light.
            </summary>
        </member>
        <member name="F:Assimp.LightSourceType.Directional">
            <summary>
            Directional light source that has a well-defined
            direction but is infinitely far away, e.g. the sun.
            </summary>
        </member>
        <member name="F:Assimp.LightSourceType.Point">
            <summary>
            Point light source that has a well-defined position in
            space but is omni-directional, e.g. a light bulb.
            </summary>
        </member>
        <member name="F:Assimp.LightSourceType.Spot">
            <summary>
            Spot light source emits light from a position in space,
            in a certain direction that is limited by an angle, like
            a cone.
            </summary>
        </member>
        <member name="T:Assimp.BlendMode">
            <summary>
            Defines alpha blending flags, how the final
            color value of a pixel is computed, based on the following equation:
            <para>
            sourceColor * sourceBlend + destColor * destBlend
            </para>
            <para>
            Where the destColor is the previous color in the frame buffer
            and sourceColor is the material color before the
            transparency calculation. This corresponds to the AI_MATKEY_BLEND_FUNC property.</para>
            </summary>
        </member>
        <member name="F:Assimp.BlendMode.Default">
            <summary>
            Default blending: sourceColor * sourceAlpha + destColor * (1 - sourceAlpha)
            </summary>
        </member>
        <member name="F:Assimp.BlendMode.Additive">
            <summary>
            Additive blending: sourcecolor * 1 + destColor * 1.
            </summary>
        </member>
        <member name="T:Assimp.ShadingMode">
            <summary>
            Defines all shading models supported by the library.
            <para>
            The list of shading modes has been taken from Blender. See Blender
            documentation for more information.
            </para>
            </summary>
        </member>
        <member name="F:Assimp.ShadingMode.None">
            <summary>
            No shading mode defined.
            </summary>
        </member>
        <member name="F:Assimp.ShadingMode.Flat">
            <summary>
            Flat shading. Shading is done on a per-face basis and is diffuse only. Also known
            as 'faceted shading'.
            </summary>
        </member>
        <member name="F:Assimp.ShadingMode.Gouraud">
            <summary>
            Simple Gouraud shading.
            </summary>
        </member>
        <member name="F:Assimp.ShadingMode.Phong">
            <summary>
            Phong Shading.
            </summary>
        </member>
        <member name="F:Assimp.ShadingMode.Blinn">
            <summary>
            Phong-Blinn Shading.
            </summary>
        </member>
        <member name="F:Assimp.ShadingMode.Toon">
            <summary>
            Toon-shading, also known as a 'comic' shader.
            </summary>
        </member>
        <member name="F:Assimp.ShadingMode.OrenNayar">
            <summary>
            OrenNayer shading model. Extension to standard Lambertian shading, taking the roughness
            of the material into account.
            </summary>
        </member>
        <member name="F:Assimp.ShadingMode.Minnaert">
            <summary>
            Minnaert shading model. Extension to standard Lambertian shading, taking the "darkness" of
            the material into account.
            </summary>
        </member>
        <member name="F:Assimp.ShadingMode.CookTorrance">
            <summary>
            CookTorrance shading model. Special shader for metallic surfaces.
            </summary>
        </member>
        <member name="F:Assimp.ShadingMode.NoShading">
            <summary>
            No shading at all. Constant light influence of 1.0.
            </summary>
        </member>
        <member name="F:Assimp.ShadingMode.Fresnel">
            <summary>
            Fresnel shading.
            </summary>
        </member>
        <member name="T:Assimp.TextureFlags">
            <summary>
            Defines some mixed flags for a particular texture. This corresponds
            to the AI_MAT_KEY_TEXFLAGS property.
            </summary>
        </member>
        <member name="F:Assimp.TextureFlags.Invert">
            <summary>
            The texture's color values have to be inverted (componentwise 1-n).
            </summary>
        </member>
        <member name="F:Assimp.TextureFlags.UseAlpha">
            <summary>
            Explicit request to the application to process the alpha channel of the texture. This is mutually
            exclusive with <see cref="F:Assimp.TextureFlags.IgnoreAlpha"/>. These flags are
            set if the library can say for sure that the alpha channel is used/is not used.
            If the model format does not define this, iti s left to the application to decide
            whether the texture alpha channel - if any - is evaluated or not.
            </summary>
        </member>
        <member name="F:Assimp.TextureFlags.IgnoreAlpha">
            <summary>
            Explicit request to the application to ignore the alpha channel of the texture. This is mutually
            exclusive with <see cref="F:Assimp.TextureFlags.UseAlpha"/>.
            </summary>
        </member>
        <member name="T:Assimp.TextureWrapMode">
            <summary>
            Defines how UV coordinates outside the [0..1] range are handled. Commonly
            referred to as the 'wrapping mode'
            </summary>
        </member>
        <member name="F:Assimp.TextureWrapMode.Wrap">
            <summary>
            A texture coordinate u|v is translated to u % 1| v % 1.
            </summary>
        </member>
        <member name="F:Assimp.TextureWrapMode.Clamp">
            <summary>
            Texture coordinates outside [0...1] are clamped to the nearest valid value.
            </summary>
        </member>
        <member name="F:Assimp.TextureWrapMode.Mirror">
            <summary>
            A texture coordinate u|v becomes u1|v1 if (u - (u % 1)) % 2 is zero
            and 1 - (u % 1) | 1 - (v % 1) otherwise.
            </summary>
        </member>
        <member name="F:Assimp.TextureWrapMode.Decal">
            <summary>
            If the texture coordinates for a pixel are outside [0...1] the texture is not
            applied to that pixel.
            </summary>
        </member>
        <member name="T:Assimp.TextureMapping">
            <summary>
            Defines how texture coordinates are generated
            <para>
            Real-time applications typically require full UV coordinates. So the use
            of <see cref="F:Assimp.PostProcessSteps.GenerateUVCoords"/> step is highly recommended.
            It generates proper UV channels for non-UV mapped objects, as long as an accurate
            description of how the mapping should look like is given.
            </para>
            </summary>
        </member>
        <member name="F:Assimp.TextureMapping.FromUV">
            <summary>
            Coordinates are taken from the an existing UV channel.
            <para>
            The AI_MATKEY_UVWSRC key specifies from the UV channel the texture coordinates
            are to be taken from since meshes can have more than one UV channel.
            </para>
            </summary>
        </member>
        <member name="F:Assimp.TextureMapping.Sphere">
            <summary>
            Spherical mapping
            </summary>
        </member>
        <member name="F:Assimp.TextureMapping.Cylinder">
            <summary>
            Cylinder mapping
            </summary>
        </member>
        <member name="F:Assimp.TextureMapping.Box">
            <summary>
            Cubic mapping
            </summary>
        </member>
        <member name="F:Assimp.TextureMapping.Plane">
            <summary>
            Planar mapping
            </summary>
        </member>
        <member name="F:Assimp.TextureMapping.Unknown">
            <summary>
            Unknown mapping that is not recognied.
            </summary>
        </member>
        <member name="T:Assimp.TextureOperation">
            <summary>
            Defines how the Nth texture of a specific type is combined
            with the result of all previous layers.
            <para>
            Example (left: key, right: value):
            <code>
            DiffColor0     - gray
            DiffTextureOp0 - TextureOperation.Multiply
            DiffTexture0   - tex1.png
            DiffTextureOp0 - TextureOperation.Add
            DiffTexture1   - tex2.png
            </code>
            <para>
            Written as an equation, the final diffuse term for a specific
            pixel would be:
            </para>
            <code>
            diffFinal = DiffColor0 * sampleTex(DiffTexture0, UV0) + sampleTex(DiffTexture1, UV0) * diffContrib;
            </code>
            </para>
            </summary>
        </member>
        <member name="F:Assimp.TextureOperation.Multiply">
            <summary>
            T = T1 * T2
            </summary>
        </member>
        <member name="F:Assimp.TextureOperation.Add">
            <summary>
            T = T1 + T2
            </summary>
        </member>
        <member name="F:Assimp.TextureOperation.Subtract">
            <summary>
            T = T1 - T2
            </summary>
        </member>
        <member name="F:Assimp.TextureOperation.Divide">
            <summary>
            T = T1 / T2
            </summary>
        </member>
        <member name="F:Assimp.TextureOperation.SmoothAdd">
            <summary>
            T = (T1 + T2) - (T1 * T2)
            </summary>
        </member>
        <member name="F:Assimp.TextureOperation.SignedAdd">
            <summary>
            T = T1 + (T2 - 0.5)
            </summary>
        </member>
        <member name="T:Assimp.TextureType">
            <summary>
            Defines the purpose of a texture.
            </summary>
        </member>
        <member name="F:Assimp.TextureType.None">
            <summary>
            No texture, but the value can be used as a 'texture semantic'.
            </summary>
        </member>
        <member name="F:Assimp.TextureType.Diffuse">
            <summary>
            A diffuse texture that is combined with the result of the diffuse lighting equation.
            </summary>
        </member>
        <member name="F:Assimp.TextureType.Specular">
            <summary>
            A specular texture that is combined with the result of the specular lighting equation.
            </summary>
        </member>
        <member name="F:Assimp.TextureType.Ambient">
            <summary>
            An ambient texture that is combined with the ambient lighting equation.
            </summary>
        </member>
        <member name="F:Assimp.TextureType.Emissive">
            <summary>
            An emissive texture that is added to the result of the lighting calculation. It is not influenced
            by incoming light, instead it represents the light that the object is naturally emitting.
            </summary>
        </member>
        <member name="F:Assimp.TextureType.Height">
            <summary>
            A height map texture. by convention, higher gray-scale values stand for
            higher elevations from some base height.
            </summary>
        </member>
        <member name="F:Assimp.TextureType.Normals">
            <summary>
            A tangent-space normal map. There are several conventions for normal maps
            and Assimp does (intentionally) not distinguish here.
            </summary>
        </member>
        <member name="F:Assimp.TextureType.Shininess">
            <summary>
            A texture that defines the glossiness of the material. This is the exponent of the specular (phong)
            lighting equation. Usually there is a conversion function defined to map the linear color values
            in the texture to a suitable exponent.
            </summary>
        </member>
        <member name="F:Assimp.TextureType.Opacity">
            <summary>
            The texture defines per-pixel opacity. usually 'white' means opaque and 'black' means 'transparency. Or quite
            the opposite.
            </summary>
        </member>
        <member name="F:Assimp.TextureType.Displacement">
            <summary>
            A displacement texture. The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements.
            </summary>
        </member>
        <member name="F:Assimp.TextureType.Lightmap">
            <summary>
            A lightmap texture (aka Ambient occlusion). Both 'lightmaps' and dedicated 'ambient occlusion maps' are covered by this material property. The
            texture contains a scaling value for the final color value of a pixel. Its intensity is not affected by incoming light.
            </summary>
        </member>
        <member name="F:Assimp.TextureType.Reflection">
            <summary>
            A reflection texture. Contains the color of a perfect mirror reflection. This is rarely used, almost never for real-time applications.
            </summary>
        </member>
        <member name="F:Assimp.TextureType.Unknown">
            <summary>
            An unknown texture that does not mention any of the defined texture type definitions. It is still imported, but is excluded from any
            further postprocessing.
            </summary>
        </member>
        <member name="T:Assimp.SceneFlags">
            <summary>
            Defines the state of the imported scene data structure.
            </summary>
        </member>
        <member name="F:Assimp.SceneFlags.None">
            <summary>
            Default state of the scene, it imported successfully.
            </summary>
        </member>
        <member name="F:Assimp.SceneFlags.Incomplete">
            <summary>
            Specifies that the scene data structure that was imported is not complete.
            This flag bypasses some internal validations and allows the import
            of animation skeletons, material libaries, or camera animation paths
            using Assimp. Most applications won't support such data.
            </summary>
        </member>
        <member name="F:Assimp.SceneFlags.Validated">
            <summary>
            This flag is set by the <see cref="F:Assimp.PostProcessSteps.ValidateDataStructure"/>
            post process step if validation is successful. In a validated scene you can be sure that any
            cross references in the data structure (e.g. vertex indices) are valid.
            </summary>
        </member>
        <member name="F:Assimp.SceneFlags.ValidationWarning">
            <summary>
            This flag is set by the <see cref="F:Assimp.PostProcessSteps.ValidateDataStructure"/>
            post process step if validation is successful, but some issues have been found. This can for example
            mean that a texture that does not exist is referenced by a material or that the bone weights for a vertex
            do not sum to 1.0. In most cases you should still be able to use the import. This flag can be useful
            for applications which do not capture Assimp's log output.
            </summary>
        </member>
        <member name="F:Assimp.SceneFlags.NonVerboseFormat">
            <summary>
            This flag is set by the <see cref="F:Assimp.PostProcessSteps.JoinIdenticalVertices"/> post process step.
            It indicates that the vertices of the output mesh are not in the internal verbose format anymore. In the
            verbose format, all vertices are unique where no vertex is ever referenced by more than one face.
            </summary>
        </member>
        <member name="F:Assimp.SceneFlags.Terrain">
            <summary>
            Denotes the scene is pure height-map terrain data. Pure terrains usually consist of quads, sometimes triangles,
            in a regular grid. The x,y coordinates of all vertex positions refer to the x,y coordinates on the terrain height map, the
            z-axis stores the elevation at a specific point.
            <para>
            TER (Terragen) and HMP (3D Game Studio) are height map formats.
            </para>
            </summary>
        </member>
        <member name="T:Assimp.ReturnCode">
            <summary>
            Enumerates Assimp function result codes.
            </summary>
        </member>
        <member name="F:Assimp.ReturnCode.Success">
            <summary>
            Function returned successfully.
            </summary>
        </member>
        <member name="F:Assimp.ReturnCode.Failure">
            <summary>
            There was an error.
            </summary>
        </member>
        <member name="F:Assimp.ReturnCode.OutOfMemory">
            <summary>
            Assimp ran out of memory.
            </summary>
        </member>
        <member name="T:Assimp.Origin">
            <summary>
            Seek origins for Assimp's virtual file system API.
            </summary>
        </member>
        <member name="F:Assimp.Origin.Set">
            <summary>
            Beginning of the file
            </summary>
        </member>
        <member name="F:Assimp.Origin.Current">
            <summary>
            Current position of the file pointer.
            </summary>
        </member>
        <member name="F:Assimp.Origin.End">
            <summary>
            End of the file, offsets must be negative.
            </summary>
        </member>
        <member name="T:Assimp.DefaultLogStream">
            <summary>
            Enumerates predefined log streaming destinations.
            </summary>
        </member>
        <member name="F:Assimp.DefaultLogStream.File">
            <summary>
            Stream log to a file
            </summary>
        </member>
        <member name="F:Assimp.DefaultLogStream.StdOut">
            <summary>
            Stream log to the standard output
            </summary>
        </member>
        <member name="F:Assimp.DefaultLogStream.StdErr">
            <summary>
            Stream log to the standard error output.
            </summary>
        </member>
        <member name="F:Assimp.DefaultLogStream.Debugger">
            <summary>
            MSVC only: Stream the log to the debugger (this relies
            on OutputDebugString from the Win32 SDK).
            </summary>
        </member>
        <member name="T:Assimp.PropertyType">
            <summary>
            Defines material property types.
            </summary>
        </member>
        <member name="F:Assimp.PropertyType.Float">
            <summary>
            Array of single-precision (32 bit) floats.
            </summary>
        </member>
        <member name="F:Assimp.PropertyType.String">
            <summary>
            Property is a string.
            </summary>
        </member>
        <member name="F:Assimp.PropertyType.Integer">
            <summary>
            Array of 32 bit integers.
            </summary>
        </member>
        <member name="F:Assimp.PropertyType.Buffer">
            <summary>
            Byte buffer where the content is undefined.
            </summary>
        </member>
        <member name="T:Assimp.CompileFlags">
            <summary>
            Enumerates how the native Assimp DLL was compiled
            </summary>
        </member>
        <member name="F:Assimp.CompileFlags.Shared">
            <summary>
            Assimp compiled as a shared object (Windows: DLL);
            </summary>
        </member>
        <member name="F:Assimp.CompileFlags.STLport">
            <summary>
            Assimp was compiled against STLport
            </summary>
        </member>
        <member name="F:Assimp.CompileFlags.Debug">
            <summary>
            Assimp was compiled as a debug build
            </summary>
        </member>
        <member name="F:Assimp.CompileFlags.NoBoost">
            <summary>
            Assimp was compiled with the boost work around.
            </summary>
        </member>
        <member name="F:Assimp.CompileFlags.SingleThreaded">
            <summary>
            Assimp was compiled built to run single threaded.
            </summary>
        </member>
        <member name="T:Assimp.UVTransformFlags">
            <summary>
            Defines how UV coordinates should be transformed.
            </summary>
        </member>
        <member name="F:Assimp.UVTransformFlags.Scaling">
            <summary>
            Scaling is evaluated.
            </summary>
        </member>
        <member name="F:Assimp.UVTransformFlags.Rotation">
            <summary>
            Rotation is evaluated.
            </summary>
        </member>
        <member name="F:Assimp.UVTransformFlags.Translation">
            <summary>
            Translation is evaluated.
            </summary>
        </member>
        <member name="T:Assimp.AssimpException">
            <summary>
            Assimp.NET general exception.
            </summary>
        </member>
        <member name="M:Assimp.AssimpException.#ctor">
            <summary>
            Initializes a new instance of the <see cref="T:Assimp.AssimpException"/> class.
            </summary>
        </member>
        <member name="M:Assimp.AssimpException.#ctor(System.String)">
            <summary>
            Initializes a new instance of the <see cref="T:Assimp.AssimpException"/> class.
            </summary>
            <param name="msg">The error message.</param>
        </member>
        <member name="M:Assimp.AssimpException.#ctor(System.String,System.String)">
            <summary>
            Initializes a new instance of the <see cref="T:Assimp.AssimpException"/> class.
            </summary>
            <param name="paramName">Name of the param.</param>
            <param name="msg">The error message.</param>
        </member>
        <member name="M:Assimp.AssimpException.#ctor(System.String,System.Exception)">
            <summary>
            Initializes a new instance of the <see cref="T:Assimp.AssimpException"/> class.
            </summary>
            <param name="msg">The error message</param>
            <param name="innerException">The inner exception.</param>
        </member>
        <member name="T:Assimp.TextureSlot">
            <summary>
            Describes all the values pertaining to a particular texture slot in a material.
            </summary>
        </member>
        <member name="M:Assimp.TextureSlot.#ctor(System.String,Assimp.TextureType,System.UInt32,Assimp.TextureMapping,System.UInt32,System.Single,Assimp.TextureOperation,Assimp.TextureWrapMode,System.UInt32)">
            <summary>
            Constructs a new TextureSlot.
            </summary>
            <param name="filePath">Texture filepath</param>
            <param name="typeSemantic">Texture type semantic</param>
            <param name="texIndex">Texture index in the material</param>
            <param name="mapping">Texture mapping</param>
            <param name="uvIndex">UV channel in mesh that corresponds to this texture</param>
            <param name="blendFactor">Blend factor</param>
            <param name="texOp">Texture operation</param>
            <param name="wrapMode">Texture wrap mode</param>
            <param name="flags">Misc flags</param>
        </member>
        <member name="P:Assimp.TextureSlot.FilePath">
            <summary>
            Gets the texture file path.
            </summary>
        </member>
        <member name="P:Assimp.TextureSlot.TextureType">
            <summary>
            Gets the texture type semantic.
            </summary>
        </member>
        <member name="P:Assimp.TextureSlot.TextureIndex">
            <summary>
            Gets the texture index in the material.
            </summary>
        </member>
        <member name="P:Assimp.TextureSlot.Mapping">
            <summary>
            Gets the texture mapping.
            </summary>
        </member>
        <member name="P:Assimp.TextureSlot.UVIndex">
            <summary>
            Gets the UV channel index that corresponds to this texture from the mesh.
            </summary>
        </member>
        <member name="P:Assimp.TextureSlot.BlendFactor">
            <summary>
            Gets the blend factor.
            </summary>
        </member>
        <member name="P:Assimp.TextureSlot.Operation">
            <summary>
            Gets the texture operation.
            </summary>
        </member>
        <member name="P:Assimp.TextureSlot.WrapMode">
            <summary>
            Gets the texture wrap mode.
            </summary>
        </member>
        <member name="P:Assimp.TextureSlot.Flags">
            <summary>
            Gets misc flags.
            </summary>
        </member>
        <member name="T:Assimp.Camera">
            <summary>
            Describes a right-handed camera in the scene. An important aspect is that
            the camera itself is also part of the scenegraph, meaning any values such
            as the direction vector are not *absolute*, they can be relative to the coordinate
            system defined by the node which corresponds to the camera. This allows for camera
            animations.
            </summary>
        </member>
        <member name="M:Assimp.Camera.#ctor(Assimp.Unmanaged.AiCamera)">
            <summary>
            Constructs a new Camera.
            </summary>
            <param name="camera">Unmanaged aiCamera</param>
        </member>
        <member name="P:Assimp.Camera.Name">
            <summary>
            Gets the name of the camera. This corresponds to a node in the
            scenegraph with the same name. This node specifies the position of the
            camera in the scene hierarchy and can be animated.
            </summary>
        </member>
        <member name="P:Assimp.Camera.Position">
            <summary>
            Gets the position of the camera relative to the coordinate space defined by
            the corresponding node. THe default value is 0|0|0.
            </summary>
        </member>
        <member name="P:Assimp.Camera.Up">
            <summary>
            Gets the 'up' vector of the camera, relative to the coordinate space defined by the
            corresponding node. The 'right' vector of the camera is the cross product of the up
            and direction vectors. The default value is 0|1|0.
            </summary>
        </member>
        <member name="P:Assimp.Camera.Direction">
            <summary>
            Gets the viewing direction of the camera, relative to the coordiante space defined by the corresponding node.
            The default value is 0|0|1.
            </summary>
        </member>
        <member name="P:Assimp.Camera.FieldOfview">
            <summary>
            Gets the half horizontal field of view angle, in radians. The FoV angle is
            the angle between the center line of the screen and the left or right border. The default
            value is 1/4PI.
            </summary>
        </member>
        <member name="P:Assimp.Camera.ClipPlaneNear">
            <summary>
            Gets the distance of the near clipping plane from the camera. The value may not
            be 0.0f for arithmetic reasons to prevent a division through zero. The default value is 0.1f;
            </summary>
        </member>
        <member name="P:Assimp.Camera.ClipPlaneFar">
            <summary>
            Gets the distance of the far clipping plane from the camera. The far clippling plane must
            be further than the near clippling plane. The default value is 1000.0f. The ratio between
            the near and far plane should not be too large (between 1000 - 10000 should be ok) to avoid
            floating-point inaccuracies which can lead to z-fighting.
            </summary>
        </member>
        <member name="P:Assimp.Camera.AspectRatio">
            <summary>
            Gets the screen aspect ratio. This is the ratio between the width and height of the screen. Typical
            values are 4/3, 1/2, or 1/1. This value is 0 if the aspect ratio is not defined in the source file.
            The default value is zero.
            </summary>
        </member>
        <member name="P:Assimp.Camera.ViewMatrix">
            <summary>
            Gets a right-handed view matrix.
            </summary>
        </member>
        <member name="T:Assimp.UVTransform">
            <summary>
            Defines how an UV channel is transformed.
            </summary>
        </member>
        <member name="F:Assimp.UVTransform.Translation">
            <summary>
            Translation on the U and V axes. Default is 0|0
            </summary>
        </member>
        <member name="F:Assimp.UVTransform.Scaling">
            <summary>
            Scaling on the U and V axes. Default is 1|1.
            </summary>
        </member>
        <member name="F:Assimp.UVTransform.Rotation">
            <summary>
            Rotation in counter-clockwise direction, specfied in
            radians. The rotation center is 0.5f|0.5f and the
            default value is zero.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiMatKeys">
            <summary>
            Static class containing material key constants. A fully qualified mat key
            name here means that it's a string that combines the mat key (base) name, its
            texture type semantic, and its texture index into a single string delimited by
            commas. For non-texture material properties, the texture type semantic and texture
            index are always zero.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.NAME">
            <summary>
            Material name (String)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.TWOSIDED">
            <summary>
            Two sided property (boolean)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.SHADING_MODEL">
            <summary>
            Shading mode property (ShadingMode)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.ENABLE_WIREFRAME">
            <summary>
            Enable wireframe property (boolean)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.BLEND_FUNC">
            <summary>
            Blending function (BlendMode)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.OPACITY">
            <summary>
            Opacity (float)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.BUMPSCALING">
            <summary>
            Bumpscaling (float)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.SHININESS">
            <summary>
            Shininess (float)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.REFLECTIVITY">
            <summary>
            Reflectivity (float)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.SHININESS_STRENGTH">
            <summary>
            Shininess strength (float)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.REFRACTI">
            <summary>
            Refracti (float)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.COLOR_DIFFUSE">
            <summary>
            Diffuse color (Color4D)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.COLOR_AMBIENT">
            <summary>
            Ambient color (Color4D)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.COLOR_SPECULAR">
            <summary>
            Specular color (Color4D)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.COLOR_EMISSIVE">
            <summary>
            Emissive color (Color4D)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.COLOR_TRANSPARENT">
            <summary>
            Transparent color (Color4D)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.COLOR_REFLECTIVE">
            <summary>
            Reflective color (Color4D)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.GLOBAL_BACKGROUND_IMAGE">
            <summary>
            Background image (String)
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.TEXTURE_BASE">
            <summary>
            Texture base name
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.UVWSRC_BASE">
            <summary>
            UVWSRC base name
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.TEXOP_BASE">
            <summary>
            Texture op base name
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.MAPPING_BASE">
            <summary>
            Mapping base name
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.TEXBLEND_BASE">
            <summary>
            Texture blend base name.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.MAPPINGMODE_U_BASE">
            <summary>
            Mapping mode U base name
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.MAPPINGMODE_V_BASE">
            <summary>
            Mapping mode V base name
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.TEXMAP_AXIS_BASE">
            <summary>
            Texture map axis base name
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.UVTRANSFORM_BASE">
            <summary>
            UV transform base name
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMatKeys.TEXFLAGS_BASE">
            <summary>
            Texture flags base name
            </summary>
        </member>
        <member name="M:Assimp.Unmanaged.AiMatKeys.GetFullTextureName(System.String,Assimp.TextureType,System.Int32)">
            <summary>
            Helper function to get the fully qualified name of a texture property type name. Takes
            in a base name constant, a texture type, and a texture index and outputs the name in the format:
            <para>"baseName.TextureType.texIndex"</para>
            </summary>
            <param name="baseName">Base name</param>
            <param name="texType">Texture type</param>
            <param name="texIndex">Texture index</param>
            <returns>Fully qualified texture name</returns>
        </member>
        <member name="T:Assimp.NodeAnimationChannel">
            <summary>
            Describes the animation of a single node. The name specifies the bone/node which is affected by
            this animation chanenl. The keyframes are given in three separate seties of values,
            one for each position, rotation, and scaling. The transformation matrix is computed from
            these values and replaces the node's original transformation matrix at a specific time.
            <para>This means all keys are absolute and not relative to the bone default pose.
            The order which the transformations are to be applied is scaling, rotation, and translation (SRT).</para>
            <para>Keys are in chronological order and duplicate keys do not pass the validation step. There most likely will be no
            negative time values, but they are not forbidden.</para>
            </summary>
        </member>
        <member name="M:Assimp.NodeAnimationChannel.#ctor(Assimp.Unmanaged.AiNodeAnim)">
            <summary>
            Constructs a new NodeAnimation.
            </summary>
            <param name="nodeAnim">Unmanaged AiNodeAnim struct</param>
        </member>
        <member name="P:Assimp.NodeAnimationChannel.NodeName">
            <summary>
            Gets the name of the node affected by this animation. It must <c>exist</c> and it <c>must</c>
            be unique.
            </summary>
        </member>
        <member name="P:Assimp.NodeAnimationChannel.PositionKeyCount">
            <summary>
            Gets the number of position keys in the animation channel.
            </summary>
        </member>
        <member name="P:Assimp.NodeAnimationChannel.HasPositionKeys">
            <summary>
            Checks if this animation channel contains position keys.
            </summary>
        </member>
        <member name="P:Assimp.NodeAnimationChannel.PositionKeys">
            <summary>
            Gets the position keys of this animation channel. Positions are
            specified as a 3D vector. If there are position keys, there will
            also be -at least- one scaling and one rotation key.
            </summary>
        </member>
        <member name="P:Assimp.NodeAnimationChannel.RotationKeyCount">
            <summary>
            Gets the number of rotation keys in the animation channel.
            </summary>
        </member>
        <member name="P:Assimp.NodeAnimationChannel.HasRotationKeys">
            <summary>
            Checks if the animation channel contains rotation keys.
            </summary>
        </member>
        <member name="P:Assimp.NodeAnimationChannel.RotationKeys">
            <summary>
            Gets the rotation keys of this animation channel. Rotations are
            given as quaternions. If this exists, there will be -at least- one
            scaling and one position key.
            </summary>
        </member>
        <member name="P:Assimp.NodeAnimationChannel.ScalingKeyCount">
            <summary>
            Gets the number of scaling keys in the animation channel.
            </summary>
        </member>
        <member name="P:Assimp.NodeAnimationChannel.HasScalingKeys">
            <summary>
            Checks if the animation channel contains scaling keys.
            </summary>
        </member>
        <member name="P:Assimp.NodeAnimationChannel.ScalingKeys">
            <summary>
            Gets the scaling keys of this animation channel. Scalings are
            specified in a 3D vector. If there are scaling keys, there will
            also be -at least- one position and one rotation key.
            </summary>
        </member>
        <member name="T:Assimp.MaterialProperty">
            <summary>
            A key-value pairing that represents some material property.
            </summary>
        </member>
        <member name="M:Assimp.MaterialProperty.#ctor(Assimp.Unmanaged.AiMaterialProperty)">
            <summary>
            Constructs a new MaterialProperty.
            </summary>
            <param name="property">Umananaged AiMaterialProperty struct</param>
        </member>
        <member name="M:Assimp.MaterialProperty.AsFloat">
            <summary>
            Returns the property raw data as a float.
            </summary>
            <returns>Float</returns>
        </member>
        <member name="M:Assimp.MaterialProperty.AsInteger">
            <summary>
            Returns the property raw data as an integer.
            </summary>
            <returns>Integer</returns>
        </member>
        <member name="M:Assimp.MaterialProperty.AsString">
            <summary>
            Returns the property raw data as a string.
            </summary>
            <returns>String</returns>
        </member>
        <member name="M:Assimp.MaterialProperty.AsFloatArray">
            <summary>
            Returns the property raw data as a float array.
            </summary>
            <returns>Float array</returns>
        </member>
        <member name="M:Assimp.MaterialProperty.AsIntegerArray">
            <summary>
            Returns the property raw data as an integer array.
            </summary>
            <returns>Integer array</returns>
        </member>
        <member name="M:Assimp.MaterialProperty.AsBoolean">
            <summary>
            Returns the property raw data as a boolean.
            </summary>
            <returns>Boolean</returns>
        </member>
        <member name="M:Assimp.MaterialProperty.AsColor3D">
            <summary>
            Returns the property raw data as a Color3D.
            </summary>
            <returns>Color3D</returns>
        </member>
        <member name="M:Assimp.MaterialProperty.AsColor4D">
            <summary>
            Returns the property raw data as a Color4D.
            </summary>
            <returns>Color4D</returns>
        </member>
        <member name="M:Assimp.MaterialProperty.AsShadingMode">
            <summary>
            Returns the property raw data as a ShadingMode enum value.
            </summary>
            <returns>Shading mode</returns>
        </member>
        <member name="M:Assimp.MaterialProperty.AsBlendMode">
            <summary>
            Returns the property raw data as a BlendMode enum value.
            </summary>
            <returns>Blend mode</returns>
        </member>
        <member name="P:Assimp.MaterialProperty.Name">
            <summary>
            Gets the property key name. E.g. $tex.file. This corresponds to the
            "AiMatKeys" base name constants.
            </summary>
        </member>
        <member name="P:Assimp.MaterialProperty.PropertyType">
            <summary>
            Gets the type of property.
            </summary>
        </member>
        <member name="P:Assimp.MaterialProperty.ByteCount">
            <summary>
            Gets the raw byte data count.
            </summary>
        </member>
        <member name="P:Assimp.MaterialProperty.HasRawData">
            <summary>
            Checks if the property has data.
            </summary>
        </member>
        <member name="P:Assimp.MaterialProperty.RawData">
            <summary>
            Gets the raw byte data.
            </summary>
        </member>
        <member name="P:Assimp.MaterialProperty.TextureType">
            <summary>
            Gets the texture type semantic, for non-texture properties this is always <see cref="F:Assimp.TextureType.None"/>.
            </summary>
        </member>
        <member name="P:Assimp.MaterialProperty.TextureIndex">
            <summary>
            Gets the texture index, for non-texture properties this is always zero.
            </summary>
        </member>
        <member name="P:Assimp.MaterialProperty.FullyQualifiedName">
            <summary>
            Gets the property's fully qualified name. Format: "{base name},{texture type semantic},{texture index}". E.g. "$clr.diffuse,0,0". This
            is the key that is used to index the property in the material property map.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiScene">
            <summary>
            Represents an aiScene struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiScene.Flags">
            <summary>
            unsigned int, flags about the state of the scene
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiScene.RootNode">
            <summary>
            aiNode*, root node of the scenegraph.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiScene.NumMeshes">
            <summary>
            Number of meshes contained.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiScene.Meshes">
            <summary>
            aiMesh**, meshes in the scene.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiScene.NumMaterials">
            <summary>
            Number of materials contained.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiScene.Materials">
            <summary>
            aiMaterial**, materials in the scene.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiScene.NumAnimations">
            <summary>
            Number of animations contained.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiScene.Animations">
            <summary>
            aiAnimation**, animations in the scene.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiScene.NumTextures">
            <summary>
            Number of embedded textures contained.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiScene.Textures">
            <summary>
            aiTexture**, textures in the scene.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiScene.NumLights">
            <summary>
            Number of lights contained.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiScene.Lights">
            <summary>
            aiLight**, lights in the scene.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiScene.NumCameras">
            <summary>
            Number of cameras contained.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiScene.Cameras">
            <summary>
            aiCamera**, cameras in the scene.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiNode">
            <summary>
            Represents an aiNode struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNode.Name">
            <summary>
            Name of the node.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNode.Transformation">
            <summary>
            Node's transform relative to its parent.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNode.parent">
            <summary>
            aiNode*, node's parent.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNode.NumChildren">
            <summary>
            Number of children the node owns.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNode.Children">
            <summary>
            aiNode**, array of nodes this node owns.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNode.NumMeshes">
            <summary>
            Number of meshes referenced by this node.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNode.Meshes">
            <summary>
            unsigned int*, array of mesh indices.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiMesh">
            <summary>
            Represents an aiMesh struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.PrimitiveTypes">
            <summary>
            unsigned int, bitwise flag detailing types of primitives contained.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.NumVertices">
            <summary>
            Number of vertices in the mesh, denotes length of
            -all- per-vertex arrays.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.NumFaces">
            <summary>
            Number of faces in the mesh.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.Vertices">
            <summary>
            aiVector3D*, array of positions.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.Normals">
            <summary>
            aiVector3D*, array of normals.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.Tangents">
            <summary>
            aiVector3D*, array of tangents.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.BiTangents">
            <summary>
            aiVector3D*, array of bitangents.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.Colors">
            <summary>
            aiColor*[Max_Value], array of arrays of vertex colors. Max_Value is a defined constant.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.TextureCoords">
            <summary>
            aiColor*[Max_Value], array of arrays of texture coordinates. Max_Value is a defined constant.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.NumUVComponents">
            <summary>
            unsigned int[4], array of ints denoting the number of components for texture coordinates - UV (2), UVW (3) for example.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.Faces">
            <summary>
            aiFace*, array of faces.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.NumBones">
            <summary>
            Number of bones in the mesh.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.Bones">
            <summary>
            aiBone**, array of bones.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.MaterialIndex">
            <summary>
            Material index referencing the material in the scene.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.Name">
            <summary>
            Optional name of the mesh.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.NumAnimMeshes">
            <summary>
            NOT CURRENTLY IN USE.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMesh.AnimMeshes">
            <summary>
            NOT CURRENTLY IN USE.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiTexture">
            <summary>
            Represents an aiTexture struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiTexture.Width">
            <summary>
            Width of the texture.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiTexture.Height">
            <summary>
            Height of the texture.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiTexture.FormatHint">
            <summary>
            char[4], format extension hint.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiTexture.Data">
            <summary>
            aiTexel*, array of texel data.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiFace">
            <summary>
            Represents an aiFace struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiFace.NumIndices">
            <summary>
            Number of indices in the face.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiFace.Indices">
            <summary>
            unsigned int*, array of indices.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiBone">
            <summary>
            Represents an aiBone struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiBone.Name">
            <summary>
            Name of the bone.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiBone.NumWeights">
            <summary>
            Number of weights.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiBone.Weights">
            <summary>
            VertexWeight*, array of vertex weights.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiBone.OffsetMatrix">
            <summary>
            Matrix that transforms the vertex from mesh to bone space in bind pose
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiMaterialProperty">
            <summary>
            Represents an aiMaterialProperty struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMaterialProperty.Key">
            <summary>
            Name of the property (key).
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMaterialProperty.Semantic">
            <summary>
            Textures: Specifies texture usage. None texture properties
            have this zero (or None).
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMaterialProperty.Index">
            <summary>
            Textures: Specifies the index of the texture. For non-texture properties
            this is always zero.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMaterialProperty.DataLength">
            <summary>
            Size of the buffer data in bytes. This value may not be zero.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMaterialProperty.Type">
            <summary>
            Type of value contained in the buffer.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMaterialProperty.Data">
            <summary>
            char*, byte buffer to hold the property's value.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiMaterial">
            <summary>
            Represents an aiMaterial struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMaterial.Properties">
            <summary>
            aiMaterialProperty**, array of material properties.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMaterial.NumProperties">
            <summary>
            Number of key-value properties.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMaterial.NumAllocated">
            <summary>
            Storage allocated for key-value properties.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiNodeAnim">
            <summary>
            Represents an aiNodeAnim struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNodeAnim.NodeName">
            <summary>
            Name of the node affected by the animation. The node must exist
            and be unique.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNodeAnim.NumPositionKeys">
            <summary>
            Number of position keys.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNodeAnim.PositionKeys">
            <summary>
            VectorKey*, position keys of this animation channel. Positions
            are 3D vectors and are accompanied by at least one scaling and one rotation key.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNodeAnim.NumRotationKeys">
            <summary>
            The number of rotation keys.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNodeAnim.RotationKeys">
            <summary>
            QuaternionKey*, rotation keys of this animation channel. Rotations are 4D vectors (quaternions).
            If there are rotation keys there will be at least one scaling and one position key.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNodeAnim.NumScalingKeys">
            <summary>
            Number of scaling keys.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNodeAnim.ScalingKeys">
            <summary>
            VectorKey*, scaling keys of this animation channel. Scalings are specified as a
            3D vector, and if there are scaling keys, there will at least be one position
            and one rotation key.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNodeAnim.Prestate">
            <summary>
            Defines how the animation behaves before the first key is encountered.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiNodeAnim.PostState">
            <summary>
            Defines how the animation behaves after the last key was processed.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiMeshAnim">
            <summary>
            Represents an aiMeshAnim struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMeshAnim.Name">
            <summary>
            Name of the mesh to be animated. Empty string not allowed.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMeshAnim.NumKeys">
            <summary>
            Number of keys, there is at least one.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMeshAnim.Keys">
            <summary>
            aiMeshkey*, the key frames of the animation. There must exist at least one.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiAnimation">
            <summary>
            Represents an aiAnimation struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiAnimation.Name">
            <summary>
            Name of the animation.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiAnimation.Duration">
            <summary>
            Duration of the animation in ticks.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiAnimation.TicksPerSecond">
            <summary>
            Ticks per second, 0 if not specified in imported file.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiAnimation.NumChannels">
            <summary>
            Number of bone animation channels, each channel affects a single node.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiAnimation.Channels">
            <summary>
            aiNodeAnim**, node animation channels. Each channel affects a single node.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiAnimation.NumMeshChannels">
            <summary>
            Number of mesh animation channels. Each channel affects a single mesh and defines
            vertex-based animation.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiAnimation.MeshChannels">
            <summary>
            aiMeshAnim**, mesh animation channels. Each channel affects a single mesh. 
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiLight">
            <summary>
            Represents an aiLight struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiLight.Name">
            <summary>
            Name of the light.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiLight.Type">
            <summary>
            Type of light.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiLight.Position">
            <summary>
            Position of the light.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiLight.Direction">
            <summary>
            Direction of the spot/directional light.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiLight.AttenuationConstant">
            <summary>
            Attenuation constant value.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiLight.AttenuationLinear">
            <summary>
            Attenuation linear value.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiLight.AttenuationQuadratic">
            <summary>
            Attenuation quadratic value.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiLight.ColorDiffuse">
            <summary>
            Diffuse color.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiLight.ColorSpecular">
            <summary>
            Specular color.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiLight.ColorAmbient">
            <summary>
            Ambient color.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiLight.AngleInnerCone">
            <summary>
            Spot light inner angle.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiLight.AngleOuterCone">
            <summary>
            Spot light outer angle.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiCamera">
            <summary>
            Represents an aiCamera struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiCamera.Name">
            <summary>
            Name of the camera.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiCamera.Position">
            <summary>
            Position of the camera.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiCamera.Up">
            <summary>
            Up vector of the camera.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiCamera.LookAt">
            <summary>
            Viewing direction of the camera.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiCamera.HorizontalFOV">
            <summary>
            Field Of View of the camera.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiCamera.ClipPlaneNear">
            <summary>
            Near clip plane distance.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiCamera.ClipPlaneFar">
            <summary>
            Far clip plane distance.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiCamera.Aspect">
            <summary>
            The Aspect ratio.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiString">
            <summary>
            Represents an aiString struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiString.Length">
            <summary>
            Byte length of the UTF-8 string.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiString.Data">
            <summary>
            Actual string.
            </summary>
        </member>
        <member name="M:Assimp.Unmanaged.AiString.GetString">
            <summary>
            Convienence method for getting the AiString string - if the length is not greater than zero, it returns
            an empty string rather than garbage.
            </summary>
            <returns>AiString string data</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AiString.SetString(System.String)">
            <summary>
            Convienence method for setting the AiString string (and length).
            </summary>
            <param name="data">String data to set</param>
        </member>
        <member name="T:Assimp.Unmanaged.AiLogStream">
            <summary>
            Represents a log stream, which receives all log messages and
            streams them somewhere.
            </summary>
        </member>
        <member name="M:Assimp.Unmanaged.AiLogStream.#ctor(Assimp.LogStreamCallback)">
            <summary>
            Constructs a new AiLogStream.
            </summary>
            <param name="callback">Callback called when messages are logged.</param>
        </member>
        <member name="M:Assimp.Unmanaged.AiLogStream.#ctor(Assimp.LogStreamCallback,System.String)">
            <summary>
            Constructs a new LogStream.
            </summary>
            <param name="callback">Callback called when messages are logged.</param>
            <param name="userData">User-supplied data</param>
        </member>
        <member name="P:Assimp.Unmanaged.AiLogStream.Callback">
            <summary>
            Callback that is called when a message is logged.
            </summary>
        </member>
        <member name="P:Assimp.Unmanaged.AiLogStream.UserData">
            <summary>
            User data to be passed to the callback.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiMemoryInfo">
            <summary>
            Represents the memory requirements for the different components of an imported
            scene. All sizes in in bytes.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMemoryInfo.Textures">
            <summary>
            Size of the storage allocated for texture data, in bytes.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMemoryInfo.Materials">
            <summary>
            Size of the storage allocated for material data, in bytes.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMemoryInfo.Meshes">
            <summary>
            Size of the storage allocated for mesh data, in bytes.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMemoryInfo.Nodes">
            <summary>
            Size of the storage allocated for node data, in bytes.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMemoryInfo.Animations">
            <summary>
            Size of the storage allocated for animation data, in bytes.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMemoryInfo.Cameras">
            <summary>
            Size of the storage allocated for camera data, in bytes.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMemoryInfo.Lights">
            <summary>
            Size of the storage allocated for light data, in bytes.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiMemoryInfo.Total">
            <summary>
            Total storage allocated for the imported scene, in bytes.
            </summary>
        </member>
        <member name="T:Assimp.Unmanaged.AiAnimMesh">
            <summary>
            Represents an aiAnimMesh struct.
            </summary>
        </member>
        <member name="F:Assimp.Unmanaged.AiAnimMesh.Vertices">
            aiVector3D*, replacement position array.
        </member>
        <member name="F:Assimp.Unmanaged.AiAnimMesh.Normals">
            aiVector3D*, replacement normal array.
        </member>
        <member name="F:Assimp.Unmanaged.AiAnimMesh.Tangents">
            aiVector3D*, replacement tangent array.
        </member>
        <member name="F:Assimp.Unmanaged.AiAnimMesh.BiTangents">
            aiVector3D*, replacement bitangent array.
        </member>
        <member name="F:Assimp.Unmanaged.AiAnimMesh.Colors">
            aiColor4D*[4], replacement vertex colors.
        </member>
        <member name="F:Assimp.Unmanaged.AiAnimMesh.TextureCoords">
            aiVector3D*[4], replacement texture coordinates.
        </member>
        <member name="F:Assimp.Unmanaged.AiAnimMesh.NumVertices">
            unsigned int, number of vertices.
        </member>
        <member name="T:Assimp.Material">
            <summary>
            A material contains all the information that describes how to render a mesh. E.g. textures, colors, and render states. Internally
            all this information is stored as key-value pair properties. The class contains many convienence methods and properties for
            accessing non-texture/texture properties without having to know the Assimp material key names. Not all properties may be present,
            and if they aren't a default value will be returned.
            </summary>
        </member>
        <member name="M:Assimp.Material.#ctor(Assimp.Unmanaged.AiMaterial)">
            <summary>
            Constructs a new Material.
            </summary>
            <param name="material">Unmanaged AiMaterial struct.</param>
        </member>
        <member name="M:Assimp.Material.CreateFullyQualifiedName(System.String,Assimp.TextureType,System.Int32)">
            <summary>
            Helper method to construct a fully qualified name from the input parameters. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g.
            "$clr.diffuse,0,0" or "$tex.file,1,0". This is the name that is used as the material dictionary key.
            </summary>
            <param name="baseName">Key basename, this must not be null or empty</param>
            <param name="texType">Texture type; non-texture properties should leave this <see cref="F:Assimp.TextureType.None"/></param>
            <param name="texIndex">Texture index; non-texture properties should leave this zero.</param>
            <returns>The fully qualified name</returns>
        </member>
        <member name="M:Assimp.Material.GetNonTextureProperty(System.String)">
            <summary>
            Gets the non-texture properties contained in this Material. The name should be
            the "base name", as in it should not contain texture type/texture index information. E.g. "$clr.diffuse" rather than "$clr.diffuse,0,0". The extra
            data will be filled in automatically.
            </summary>
            <param name="baseName">Key basename</param>
            <returns>The material property, if it exists</returns>
        </member>
        <member name="M:Assimp.Material.GetProperty(System.String,Assimp.TextureType,System.Int32)">
            <summary>
            Gets the material property. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g.
            "$clr.diffuse,0,0" or "$tex.file,1,0".
            </summary>
            <param name="baseName">Key basename</param>
            <param name="texType">Texture type; non-texture properties should leave this <see cref="F:Assimp.TextureType.None"/></param>
            <param name="texIndex">Texture index; non-texture properties should leave this zero.</param>
            <returns>The material property, if it exists</returns>
        </member>
        <member name="M:Assimp.Material.GetProperty(System.String)">
            <summary>
            Gets the material property by its fully qualified name. The format is: {baseName},{texType},{texIndex}. E.g.
            "$clr.diffuse,0,0" or "$tex.file,1,0".
            </summary>
            <param name="fullyQualifiedName">Fully qualified name of the property</param>
            <returns>The material property, if it exists</returns>
        </member>
        <member name="M:Assimp.Material.HasNonTextureProperty(System.String)">
            <summary>
            Checks if the material has the specified non-texture property. The name should be
            the "base name", as in it should not contain texture type/texture index information. E.g. "$clr.diffuse" rather than "$clr.diffuse,0,0". The extra
            data will be filled in automatically.
            </summary>
            <param name="baseName"></param>
            <returns></returns>
        </member>
        <member name="M:Assimp.Material.HasProperty(System.String,Assimp.TextureType,System.Int32)">
            <summary>
            Checks if the material has the specified property. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g.
            "$clr.diffuse,0,0" or "$tex.file,1,0".
            </summary>
            <param name="baseName">Key basename</param>
            <param name="texType">Texture type; non-texture properties should leave this <see cref="F:Assimp.TextureType.None"/></param>
            <param name="texIndex">Texture index; non-texture properties should leave this zero.</param>
            <returns>True if the property exists, false otherwise.</returns>
        </member>
        <member name="M:Assimp.Material.HasProperty(System.String)">
            <summary>
            Checks if the material has the specified property by looking up its fully qualified name. The format is: {baseName},{texType},{texIndex}. E.g.
            "$clr.diffuse,0,0" or "$tex.file,1,0".
            </summary>
            <param name="fullyQualifiedName">Fully qualified name of the property</param>
            <returns>True if the property exists, false otherwise.</returns>
        </member>
        <member name="M:Assimp.Material.GetAllProperties">
            <summary>
            Gets -all- properties contained in the Material.
            </summary>
            <returns>All properties in the material property map.</returns>
        </member>
        <member name="M:Assimp.Material.GetTextureCount(Assimp.TextureType)">
            <summary>
            Gets all the textures that are of the specified texture type.
            </summary>
            <param name="texType">Texture type</param>
            <returns>Texture count</returns>
        </member>
        <member name="M:Assimp.Material.GetTexture(Assimp.TextureType,System.Int32)">
            <summary>
            Gets the specific texture information for the texture type and texture index.
            </summary>
            <param name="texType">Texture type</param>
            <param name="index">Texture index</param>
            <returns>Texture information struct</returns>
        </member>
        <member name="M:Assimp.Material.GetTextures(Assimp.TextureType)">
            <summary>
            Gets all texture infos for the specific texture type.
            </summary>
            <param name="texType">Texture type</param>
            <returns>All textures that correspond to the texture type.</returns>
        </member>
        <member name="M:Assimp.Material.GetAllTextures">
            <summary>
            Get all textures contained in this material.
            </summary>
            <returns>All texture information structs</returns>
        </member>
        <member name="P:Assimp.Material.PropertyCount">
            <summary>
            Gets the number of properties contained in the material.
            </summary>
        </member>
        <member name="P:Assimp.Material.HasName">
            <summary>
            Checks if the material has a name property.
            </summary>
        </member>
        <member name="P:Assimp.Material.Name">
            <summary>
            Gets the material name value, if any. Default value is an empty string.
            </summary>
        </member>
        <member name="P:Assimp.Material.HasTwoSided">
            <summary>
            Checks if the material has a two-sided property.
            </summary>
        </member>
        <member name="P:Assimp.Material.IsTwoSided">
            <summary>
            Gets if the material should be rendered as two-sided. Default value is false.
            </summary>
        </member>
        <member name="P:Assimp.Material.HasShadingMode">
            <summary>
            Checks if the material has a shading-mode property.
            </summary>
        </member>
        <member name="P:Assimp.Material.ShadingMode">
            <summary>
            Gets the shading mode. Default value is <see cref="F:Assimp.ShadingMode.None"/>, meaning it is not defined.
            </summary>
        </member>
        <member name="P:Assimp.Material.HasWireFrame">
            <summary>
            Checks if the material has a wireframe property.
            </summary>
        </member>
        <member name="P:Assimp.Material.IsWireFrameEnabled">
            <summary>
            Gets if wireframe should be enabled. Default value is false.
            </summary>
        </member>
        <member name="P:Assimp.Material.HasBlendMode">
            <summary>
            Checks if the material has a blend mode property.
            </summary>
        </member>
        <member name="P:Assimp.Material.BlendMode">
            <summary>
            Gets the blending mode. Default value is <see cref="F:Assimp.BlendMode.Default"/>.
            </summary>
        </member>
        <member name="P:Assimp.Material.HasOpacity">
            <summary>
            Checks if the material has an opacity property.
            </summary>
        </member>
        <member name="P:Assimp.Material.Opacity">
            <summary>
            Gets the opacity. Default value is 1.0f.
            </summary>
        </member>
        <member name="P:Assimp.Material.HasBumpScaling">
            <summary>
            Checks if the material has a bump scaling property.
            </summary>
        </member>
        <member name="P:Assimp.Material.BumpScaling">
            <summary>
            Gets the bump scaling. Default value is 0.0f;
            </summary>
        </member>
        <member name="P:Assimp.Material.HasShininess">
            <summary>
            Checks if the material has a shininess property.
            </summary>
        </member>
        <member name="P:Assimp.Material.Shininess">
            <summary>
            Gets the shininess. Default value is 0.0f;
            </summary>
        </member>
        <member name="P:Assimp.Material.HasShininessStrength">
            <summary>
            Checks if the material has a shininess strength property.
            </summary>
        </member>
        <member name="P:Assimp.Material.ShininessStrength">
            <summary>
            Gets the shininess strength. Default vaulue is 1.0f.
            </summary>
        </member>
        <member name="P:Assimp.Material.HasReflectivity">
            <summary>
            Checks if the material has a reflectivty property.
            </summary>
        </member>
        <member name="P:Assimp.Material.Reflectivity">
            <summary>
            Gets the reflectivity. Default value is 0.0f;
            </summary>
        </member>
        <member name="P:Assimp.Material.HasColorDiffuse">
            <summary>
            Checks if the material has a color diffuse property.
            </summary>
        </member>
        <member name="P:Assimp.Material.ColorDiffuse">
            <summary>
            Gets the color diffuse. Default value is white.
            </summary>
        </member>
        <member name="P:Assimp.Material.HasColorAmbient">
            <summary>
            Checks if the material has a color ambient property.
            </summary>
        </member>
        <member name="P:Assimp.Material.ColorAmbient">
            <summary>
            Gets the color ambient. Default value is (.2f, .2f, .2f, 1.0f).
            </summary>
        </member>
        <member name="P:Assimp.Material.HasColorSpecular">
            <summary>
            Checks if the material has a color specular property.
            </summary>
        </member>
        <member name="P:Assimp.Material.ColorSpecular">
            <summary>
            Gets the color specular. Default value is black.
            </summary>
        </member>
        <member name="P:Assimp.Material.HasColorEmissive">
            <summary>
            Checks if the material has a color emissive property.
            </summary>
        </member>
        <member name="P:Assimp.Material.ColorEmissive">
            <summary>
            Gets the color emissive. Default value is black.
            </summary>
        </member>
        <member name="P:Assimp.Material.HasColorTransparent">
            <summary>
            Checks if the material has a color transparent property.
            </summary>
        </member>
        <member name="P:Assimp.Material.ColorTransparent">
            <summary>
            Gets the color transparent. Default value is black.
            </summary>
        </member>
        <member name="P:Assimp.Material.HasColorReflective">
            <summary>
            Checks if the material has a color reflective property.
            </summary>
        </member>
        <member name="P:Assimp.Material.ColorReflective">
            <summary>
            Gets the color reflective. Default value is black.
            </summary>
        </member>
        <member name="T:Assimp.Matrix4x4">
            <summary>
            Represents a 4x4 matrix. Assimp docs say their matrices are always row-major,
            and it looks like they're only describing the memory layout. Matrices are treated
            as column vectors however (X base in the first column, Y base the second, Z base the third,
            and fourth column contains the translation).
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.A1">
            <summary>
            Value at row 1, column 1 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.A2">
            <summary>
            Value at row 1, column 2 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.A3">
            <summary>
            Value at row 1, column 3 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.A4">
            <summary>
            Value at row 1, column 4 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.B1">
            <summary>
            Value at row 2, column 1 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.B2">
            <summary>
            Value at row 2, column 2 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.B3">
            <summary>
            Value at row 2, column 3 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.B4">
            <summary>
            Value at row 2, column 4 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.C1">
            <summary>
            Value at row 3, column 1 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.C2">
            <summary>
            Value at row 3, column 2 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.C3">
            <summary>
            Value at row 3, column 3 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.C4">
            <summary>
            Value at row 3, column 4 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.D1">
            <summary>
            Value at row 4, column 1 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.D2">
            <summary>
            Value at row 4, column 2 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.D3">
            <summary>
            Value at row 4, column 3 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix4x4.D4">
            <summary>
            Value at row 4, column 4 of the matrix
            </summary>
        </member>
        <member name="M:Assimp.Matrix4x4.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a new Matrix4x4.
            </summary>
            <param name="a1">Element at row 1, column 1</param>
            <param name="a2">Element at row 1, column 2</param>
            <param name="a3">Element at row 1, column 3</param>
            <param name="a4">Element at row 1, column 4</param>
            <param name="b1">Element at row 2, column 1</param>
            <param name="b2">Element at row 2, column 2</param>
            <param name="b3">Element at row 2, column 3</param>
            <param name="b4">Element at row 2, column 4</param>
            <param name="c1">Element at row 3, column 1</param>
            <param name="c2">Element at row 3, column 2</param>
            <param name="c3">Element at row 3, column 3</param>
            <param name="c4">Element at row 3, column 4</param>
            <param name="d1">Element at row 4, column 1</param>
            <param name="d2">Element at row 4, column 2</param>
            <param name="d3">Element at row 4, column 3</param>
            <param name="d4">Element at row 4, column 4</param>
        </member>
        <member name="M:Assimp.Matrix4x4.#ctor(Assimp.Matrix3x3)">
            <summary>
            Constructs a new Matrix4x4.
            </summary>
            <param name="rotMatrix">Rotation matrix to copy values from.</param>
        </member>
        <member name="M:Assimp.Matrix4x4.Transpose">
            <summary>
            Transposes this matrix (rows become columns, vice versa).
            </summary>
        </member>
        <member name="M:Assimp.Matrix4x4.Inverse">
            <summary>
            Inverts the matrix. If the matrix is *not* invertible all elements are set to <see cref="F:System.Single.NaN"/>.
            </summary>
        </member>
        <member name="M:Assimp.Matrix4x4.Determinant">
            <summary>
            Compute the determinant of this matrix.
            </summary>
            <returns>The determinant</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.Decompose(Assimp.Vector3D@,Assimp.Quaternion@,Assimp.Vector3D@)">
            <summary>
            Decomposes a transformation matrix into its original scale, rotation, and translation components. The
            scaling vector receives the scaling for the x, y, z axes. The rotation is returned as a hamilton quaternion. And
            the translation is the output position for the x, y, z axes.
            </summary>
            <param name="scaling">Vector to hold the scaling component</param>
            <param name="rotation">Quaternion to hold the rotation component</param>
            <param name="translation">Vector to hold the translation component</param>
        </member>
        <member name="M:Assimp.Matrix4x4.DecomposeNoScaling(Assimp.Quaternion@,Assimp.Vector3D@)">
            <summary>
            Decomposes a transformation matrix with no scaling. The rotation is returned as a hamilton
            quaternion. The translation receives the output position for the x, y, z axes.
            </summary>
            <param name="rotation">Quaternion to hold the rotation component</param>
            <param name="translation">Vector to hold the translation component</param>
        </member>
        <member name="M:Assimp.Matrix4x4.FromEulerAnglesXYZ(System.Single,System.Single,System.Single)">
            <summary>
            Creates a rotation matrix from a set of euler angles.
            </summary>
            <param name="x">Rotation angle about the x-axis, in radians.</param>
            <param name="y">Rotation angle about the y-axis, in radians.</param>
            <param name="z">Rotation angle about the z-axis, in radians.</param>
            <returns>The rotation matrix</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.FromEulerAnglesXYZ(Assimp.Vector3D)">
            <summary>
            Creates a rotation matrix from a set of euler angles.
            </summary>
            <param name="angles">Vector containing the rotation angles about the x, y, z axes, in radians.</param>
            <returns>The rotation matrix</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.FromRotationX(System.Single)">
            <summary>
            Creates a rotation matrix for a rotation about the x-axis.
            </summary>
            <param name="radians">Rotation angle in radians.</param>
            <returns>The rotation matrix</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.FromRotationY(System.Single)">
            <summary>
            Creates a rotation matrix for a rotation about the y-axis.
            </summary>
            <param name="radians">Rotation angle in radians.</param>
            <returns>The rotation matrix</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.FromRotationZ(System.Single)">
            <summary>
            Creates a rotation matrix for a rotation about the z-axis.
            </summary>
            <param name="radians">Rotation angle in radians.</param>
            <returns>The rotation matrix</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.FromAngleAxis(System.Single,Assimp.Vector3D)">
            <summary>
            Creates a rotation matrix for a rotation about an arbitrary axis.
            </summary>
            <param name="radians">Rotation angle, in radians</param>
            <param name="axis">Rotation axis, which should be a normalized vector.</param>
            <returns>The rotation matrix</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.FromTranslation(Assimp.Vector3D)">
            <summary>
            Creates a translation matrix.
            </summary>
            <param name="translation">Translation vector</param>
            <returns>The translation matrix</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.FromScaling(Assimp.Vector3D)">
            <summary>
            Creates a scaling matrix.
            </summary>
            <param name="scaling">Scaling vector</param>
            <returns>The scaling vector</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.FromToMatrix(Assimp.Vector3D,Assimp.Vector3D)">
            <summary>
            Creates a rotation matrix that rotates a vector called "from" into another
            vector called "to". Based on an algorithm by Tomas Moller and John Hudges:
            <para>
            "Efficiently Building a Matrix to Rotate One Vector to Another"         
            Journal of Graphics Tools, 4(4):1-4, 1999
            </para>
            </summary>
            <param name="from">Starting vector</param>
            <param name="to">Ending vector</param>
            <returns>Rotation matrix to rotate from the start to end.</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.op_Equality(Assimp.Matrix4x4,Assimp.Matrix4x4)">
            <summary>
            Tests equality between two matrices.
            </summary>
            <param name="a">First matrix</param>
            <param name="b">Second matrix</param>
            <returns>True if the matrices are equal, false otherwise</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.op_Inequality(Assimp.Matrix4x4,Assimp.Matrix4x4)">
            <summary>
            Tests inequality between two matrices.
            </summary>
            <param name="a">First matrix</param>
            <param name="b">Second matrix</param>
            <returns>True if the matrices are not equal, false otherwise</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.op_Multiply(Assimp.Matrix4x4,Assimp.Matrix4x4)">
            <summary>
            Performs matrix multiplication.
            </summary>
            <param name="a">First matrix</param>
            <param name="b">Second matrix</param>
            <returns>Multiplied matrix</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.op_Implicit(Assimp.Matrix3x3)~Assimp.Matrix4x4">
            <summary>
            Implicit conversion from a 3x3 matrix to a 4x4 matrix.
            </summary>
            <param name="mat">3x3 matrix</param>
            <returns>4x4 matrix</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.Equals(Assimp.Matrix4x4)">
            <summary>
            Tests equality between this matrix and another.
            </summary>
            <param name="other">Other matrix to test</param>
            <returns>True if the matrices are equal, false otherwise</returns>
        </member>
        <member name="M:Assimp.Matrix4x4.Equals(System.Object)">
            <summary>
            Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
            </summary>
            <param name="obj">The <see cref="T:System.Object"/> to compare with this instance.</param>
            <returns>
              <c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:Assimp.Matrix4x4.GetHashCode">
            <summary>
            Returns a hash code for this instance.
            </summary>
            <returns>
            A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. 
            </returns>
        </member>
        <member name="M:Assimp.Matrix4x4.ToString">
            <summary>
            Returns a <see cref="T:System.String"/> that represents this instance.
            </summary>
            <returns>
            A <see cref="T:System.String"/> that represents this instance.
            </returns>
        </member>
        <member name="P:Assimp.Matrix4x4.Identity">
            <summary>
            Gets the identity matrix.
            </summary>
        </member>
        <member name="P:Assimp.Matrix4x4.IsIdentity">
            <summary>
            Gets if this matrix is an identity matrix.
            </summary>
        </member>
        <member name="P:Assimp.Matrix4x4.Item(System.Int32,System.Int32)">
            <summary>
            Gets or sets the value at the specific one-based row, column
            index. E.g. i = 1, j = 2 gets the value in row 1, column 2 (MA2). Indices
            out of range return a value of zero.
            
            </summary>
            <param name="i">One-based Row index</param>
            <param name="j">One-based Column index</param>
            <returns>Matrix value</returns>
        </member>
        <member name="T:Assimp.Vector2D">
            <summary>
            Represents a two-dimensional vector.
            </summary>
        </member>
        <member name="F:Assimp.Vector2D.X">
            <summary>
            X component.
            </summary>
        </member>
        <member name="F:Assimp.Vector2D.Y">
            <summary>
            Y component
            </summary>
        </member>
        <member name="M:Assimp.Vector2D.#ctor(System.Single,System.Single)">
            <summary>
            Constructs a new Vector2D.
            </summary>
            <param name="x">X component</param>
            <param name="y">Y component</param>
        </member>
        <member name="M:Assimp.Vector2D.#ctor(System.Single)">
            <summary>
            Constructs a new Vector2D with both components
            set the same value.
            </summary>
            <param name="value">Value to set both X and Y to</param>
        </member>
        <member name="M:Assimp.Vector2D.Set(System.Single,System.Single)">
            <summary>
            Sets the X and Y values.
            </summary>
            <param name="x">X component</param>
            <param name="y">Y component</param>
        </member>
        <member name="M:Assimp.Vector2D.Length">
            <summary>
            Calculates the length of the vector.
            </summary>
            <returns>Vector's length</returns>
        </member>
        <member name="M:Assimp.Vector2D.LengthSquared">
            <summary>
            Calculates the length of the vector squared.
            </summary>
            <returns>Vector's length squared</returns>
        </member>
        <member name="M:Assimp.Vector2D.Normalize">
            <summary>
            Normalizes the vector where all components add to one (Unit Vector), but preserves
            the direction that the vector represents.
            </summary>
        </member>
        <member name="M:Assimp.Vector2D.Negate">
            <summary>
            Negates the vector.
            </summary>
        </member>
        <member name="M:Assimp.Vector2D.op_Addition(Assimp.Vector2D,Assimp.Vector2D)">
            <summary>
            Adds two vectors together.
            </summary>
            <param name="a">First vector</param>
            <param name="b">Second vector</param>
            <returns>Added vector</returns>
        </member>
        <member name="M:Assimp.Vector2D.op_Subtraction(Assimp.Vector2D,Assimp.Vector2D)">
            <summary>
            Subtracts the second vector from the first vector.
            </summary>
            <param name="a">First vector</param>
            <param name="b">Second vector</param>
            <returns>Resulting vector</returns>
        </member>
        <member name="M:Assimp.Vector2D.op_Multiply(Assimp.Vector2D,Assimp.Vector2D)">
            <summary>
            Multiplies two vectors together.
            </summary>
            <param name="a">First vector</param>
            <param name="b">Second vector</param>
            <returns>Multiplied vector</returns>
        </member>
        <member name="M:Assimp.Vector2D.op_Multiply(Assimp.Vector2D,System.Single)">
            <summary>
            Multiplies a vector by a scalar.
            </summary>
            <param name="value">Source vector</param>
            <param name="scale">Scalar value</param>
            <returns>Scaled vector</returns>
        </member>
        <member name="M:Assimp.Vector2D.op_Multiply(System.Single,Assimp.Vector2D)">
            <summary>
            Multiplies a vector by a scalar.
            </summary>
            <param name="scale">Scalar value</param>
            <param name="value">Source vector</param>
            <returns>Scaled vector</returns>
        </member>
        <member name="M:Assimp.Vector2D.op_Division(Assimp.Vector2D,Assimp.Vector2D)">
            <summary>
            Divides the first vector by the second vector.
            </summary>
            <param name="a">First vector</param>
            <param name="b">Second vector</param>
            <returns>Divided vector</returns>
        </member>
        <member name="M:Assimp.Vector2D.op_Division(Assimp.Vector2D,System.Single)">
            <summary>
            Divides the vector by a divisor value.
            </summary>
            <param name="value">Source vector</param>
            <param name="divisor">Divisor</param>
            <returns>Divided vector</returns>
        </member>
        <member name="M:Assimp.Vector2D.op_UnaryNegation(Assimp.Vector2D)">
            <summary>
            Negates the vector.
            </summary>
            <param name="value">Source vector</param>
            <returns>Negated vector</returns>
        </member>
        <member name="M:Assimp.Vector2D.op_Equality(Assimp.Vector2D,Assimp.Vector2D)">
            <summary>
            Tets equality between two vectors.
            </summary>
            <param name="a">First vector</param>
            <param name="b">Second vector</param>
            <returns>True if the vectors are equal, false otherwise</returns>
        </member>
        <member name="M:Assimp.Vector2D.op_Inequality(Assimp.Vector2D,Assimp.Vector2D)">
            <summary>
            Tests inequality between two vectors.
            </summary>
            <param name="a">First vector</param>
            <param name="b">Second vector</param>
            <returns>True if the vectors are not equal, false otherwise</returns>
        </member>
        <member name="M:Assimp.Vector2D.Equals(Assimp.Vector2D)">
            <summary>
            Tests equality between this vector and another vector.
            </summary>
            <param name="other">Vector to test against</param>
            <returns>True if components are equal</returns>
        </member>
        <member name="M:Assimp.Vector2D.Equals(System.Object)">
            <summary>
            Tests equality between this vector and another object.
            </summary>
            <param name="obj">Object to test against</param>
            <returns>True if the object is a vector and the components are equal</returns>
        </member>
        <member name="M:Assimp.Vector2D.GetHashCode">
            <summary>
            Returns a hash code for this instance.
            </summary>
            <returns>
            A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. 
            </returns>
        </member>
        <member name="M:Assimp.Vector2D.ToString">
            <summary>
            Returns a <see cref="T:System.String"/> that represents this instance.
            </summary>
            <returns>
            A <see cref="T:System.String"/> that represents this instance.
            </returns>
        </member>
        <member name="P:Assimp.Vector2D.Item(System.Int32)">
            <summary>
            Gets or sets the component value at the specified zero-based index
            in the order of XY (index 0 access X, 1 access Y. If
            the index is not in range, a value of zero is returned.
            </summary>
            <param name="index">Zero-based index.</param>
            <returns>The component value</returns>
        </member>
        <member name="T:Assimp.Scene">
            <summary>
            Represents a completely imported model or scene. Everything that was imported from the given file can be
            accessed from here. Once the scene is loaded from unmanaged memory, it resides solely in managed memory
            and Assimp's read only copy is released.
            </summary>
        </member>
        <member name="M:Assimp.Scene.#ctor(Assimp.Unmanaged.AiScene)">
            <summary>
            Constructs a new Scene.
            </summary>
            <param name="scene">Unmanaged AiScene struct.</param>
        </member>
        <member name="P:Assimp.Scene.SceneFlags">
            <summary>
            Gets the state of the imported scene. By default no flags are set, but
            issues can arise if the flag is set to incomplete.
            </summary>
        </member>
        <member name="P:Assimp.Scene.RootNode">
            <summary>
            Gets the root node of the scene graph. There will always be at least the root node
            if the import was successful and no special flags have been set. Presence of further nodes
            depends on the format and content of the imported file.
            </summary>
        </member>
        <member name="P:Assimp.Scene.MeshCount">
            <summary>
            Gets the number of meshes in the scene.
            </summary>
        </member>
        <member name="P:Assimp.Scene.HasMeshes">
            <summary>
            Checks if the scene contains meshes. Unless if no special scene flags are set
            this should always be true.
            </summary>
        </member>
        <member name="P:Assimp.Scene.Meshes">
            <summary>
            Gets the meshes contained in the scene, if any.
            </summary>
        </member>
        <member name="P:Assimp.Scene.LightCount">
            <summary>
            Gets the number of lights in the scene.
            </summary>
        </member>
        <member name="P:Assimp.Scene.HasLights">
            <summary>
            Checks if the scene contains any lights.
            </summary>
        </member>
        <member name="P:Assimp.Scene.Lights">
            <summary>
            Gets the lights in the scene, if any.
            </summary>
        </member>
        <member name="P:Assimp.Scene.CameraCount">
            <summary>
            Gets the number of cameras in the scene.
            </summary>
        </member>
        <member name="P:Assimp.Scene.HasCameras">
            <summary>
            Checks if the scene contains any cameras.
            </summary>
        </member>
        <member name="P:Assimp.Scene.Cameras">
            <summary>
            Gets the cameras in the scene, if any.
            </summary>
        </member>
        <member name="P:Assimp.Scene.TextureCount">
            <summary>
            Gets the number of embedded textures in the scene.
            </summary>
        </member>
        <member name="P:Assimp.Scene.HasTextures">
            <summary>
            Checks if the scene contains embedded textures.
            </summary>
        </member>
        <member name="P:Assimp.Scene.Textures">
            <summary>
            Gets the embedded textures in the scene, if any.
            </summary>
        </member>
        <member name="P:Assimp.Scene.AnimationCount">
            <summary>
            Gets the number of animations in the scene.
            </summary>
        </member>
        <member name="P:Assimp.Scene.HasAnimations">
            <summary>
            Checks if the scene contains any animations.
            </summary>
        </member>
        <member name="P:Assimp.Scene.Animations">
            <summary>
            Gets the animations in the scene, if any.
            </summary>
        </member>
        <member name="P:Assimp.Scene.MaterialCount">
            <summary>
            Gets the number of materials in the scene. There should always be at least the
            default Assimp material if no materials were loaded.
            </summary>
        </member>
        <member name="P:Assimp.Scene.HasMaterials">
            <summary>
            Checks if the scene contains any materials. There should always be at least the
            default Assimp material if no materials were loaded.
            </summary>
        </member>
        <member name="P:Assimp.Scene.Materials">
            <summary>
            Gets the materials in the scene.
            </summary>
        </member>
        <member name="T:Assimp.PostProcessPreset">
            <summary>
            Static class containing preset properties for post processing options.
            </summary>
        </member>
        <member name="P:Assimp.PostProcessPreset.ConvertToLeftHanded">
            <summary>
            PostProcess configuration for (some) Direct3D conventions,
            left handed geometry, upper left origin for UV coordinates,
            and clockwise face order, suitable for CCW culling.
            </summary>
        </member>
        <member name="P:Assimp.PostProcessPreset.TargetRealTimeFast">
            <summary>
            PostProcess configuration for optimizing data for real-time.
            Does the following steps:
            
            <see cref="F:Assimp.PostProcessSteps.CalculateTangentSpace"/>, <see cref="F:Assimp.PostProcessSteps.GenerateNormals"/>, 
            <see cref="F:Assimp.PostProcessSteps.JoinIdenticalVertices"/>, <see cref="F:Assimp.PostProcessSteps.Triangulate"/>,
            <see cref="F:Assimp.PostProcessSteps.GenerateUVCoords"/>, and <see cref="F:Assimp.PostProcessSteps.SortByPrimitiveType"/>
            </summary>
        </member>
        <member name="P:Assimp.PostProcessPreset.TargetRealTimeQuality">
            <summary>
            PostProcess configuration for optimizing
            data for real-time rendering. Does the following steps:
            
            <see cref="F:Assimp.PostProcessSteps.CalculateTangentSpace"/>, <see cref="F:Assimp.PostProcessSteps.GenerateSmoothNormals"/>, 
            <see cref="F:Assimp.PostProcessSteps.JoinIdenticalVertices"/>, <see cref="F:Assimp.PostProcessSteps.Triangulate"/>,
            <see cref="F:Assimp.PostProcessSteps.GenerateUVCoords"/>, <see cref="F:Assimp.PostProcessSteps.SortByPrimitiveType"/>
            <see cref="F:Assimp.PostProcessSteps.LimitBoneWeights"/>, <see cref="F:Assimp.PostProcessSteps.RemoveRedundantMaterials"/>,
            <see cref="F:Assimp.PostProcessSteps.SplitLargeMeshes"/>, <see cref="F:Assimp.PostProcessSteps.FindDegenerates"/>, and
            <see cref="F:Assimp.PostProcessSteps.FindInvalidData"/>
            </summary>
        </member>
        <member name="P:Assimp.PostProcessPreset.TargetRealTimeMaximumQuality">
            <summary>
            PostProcess configuration for heavily optimizing the data
            for real-time rendering. Includes all flags in
            <see cref="P:Assimp.PostProcessPreset.TargetRealTimeQuality"/> as well as 
            <see cref="F:Assimp.PostProcessSteps.FindInstances"/>, <see cref="F:Assimp.PostProcessSteps.ValidateDataStructure"/>, and
            <see cref="F:Assimp.PostProcessSteps.OptimizeMeshes"/>
            </summary>
        </member>
        <member name="T:Assimp.QuaternionKey">
            <summary>
            Time-value pair specifying a rotation for a given time.
            </summary>
        </member>
        <member name="F:Assimp.QuaternionKey.Time">
            <summary>
            The time of this key.
            </summary>
        </member>
        <member name="F:Assimp.QuaternionKey.Value">
            <summary>
            The rotation of this key.
            </summary>
        </member>
        <member name="M:Assimp.QuaternionKey.#ctor(System.Double,Assimp.Quaternion)">
            <summary>
            Constructs a new QuaternionKey.
            </summary>
            <param name="time">Time of the key.</param>
            <param name="rot">Quaternion rotation at the time frame.</param>
        </member>
        <member name="M:Assimp.QuaternionKey.op_Equality(Assimp.QuaternionKey,Assimp.QuaternionKey)">
            <summary>
            Tests equality between two keys.
            </summary>
            <param name="a">The first key</param>
            <param name="b">The second key</param>
            <returns>True if the key's rotations are the same, false otherwise.</returns>
        </member>
        <member name="M:Assimp.QuaternionKey.op_Inequality(Assimp.QuaternionKey,Assimp.QuaternionKey)">
            <summary>
            Tests inequality between two keys.
            </summary>
            <param name="a">The first key</param>
            <param name="b">The second key</param>
            <returns>True if the key's rotations are not the same, false otherwise.</returns>
        </member>
        <member name="M:Assimp.QuaternionKey.op_LessThan(Assimp.QuaternionKey,Assimp.QuaternionKey)">
            <summary>
            Tests inequality between two keys.
            </summary>
            <param name="a">The first key</param>
            <param name="b">The second key</param>
            <returns>True if the first key's time is less than the second key's.</returns>
        </member>
        <member name="M:Assimp.QuaternionKey.op_GreaterThan(Assimp.QuaternionKey,Assimp.QuaternionKey)">
            <summary>
            Tests inequality between two keys.
            </summary>
            <param name="a">The first key</param>
            <param name="b">The second key</param>
            <returns>True if the first key's time is greater than the second key's.</returns>
        </member>
        <member name="M:Assimp.QuaternionKey.Equals(System.Object)">
            <summary>
            Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
            </summary>
            <param name="obj">The <see cref="T:System.Object"/> to compare with this instance.</param>
            <returns>
              <c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:Assimp.QuaternionKey.Equals(Assimp.QuaternionKey)">
            <summary>
            Tests equality between this key and another.
            </summary>
            <param name="key">Other key to test</param>
            <returns>True if their rotations are equal.</returns>
        </member>
        <member name="M:Assimp.QuaternionKey.GetHashCode">
            <summary>
            Returns a hash code for this instance.
            </summary>
            <returns>
            A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. 
            </returns>
        </member>
        <member name="M:Assimp.QuaternionKey.ToString">
            <summary>
            Returns a <see cref="T:System.String"/> that represents this instance.
            </summary>
            <returns>
            A <see cref="T:System.String"/> that represents this instance.
            </returns>
        </member>
        <member name="T:Assimp.MeshAttachment">
            <summary>
            A mesh attachment store per-vertex animations for a particular frame. You may
            think of this as a 'patch' for the host mesh, since the mesh attachment replaces only certain
            vertex data streams at a particular time. Each mesh stores 'n' attached meshes. The actual
            relationship between the time line and mesh attachments is established by the mesh animation channel,
            which references singular mesh attachments by their ID and binds them to a time offset.
            </summary>
        </member>
        <member name="M:Assimp.MeshAttachment.#ctor(Assimp.Unmanaged.AiAnimMesh)">
            <summary>
            Constructs a new MeshAttachment.
            </summary>
            <param name="animMesh">Unmanaged AiAnimMesh struct.</param>
        </member>
        <member name="M:Assimp.MeshAttachment.HasVertexColors(System.Int32)">
            <summary>
            Checks if the mesh attachment overrides a particular set of vertex colors on
            the host mesh. The index is between zero and the maximumb number of vertex color channels.
            </summary>
            <param name="channelIndex">Channel index</param>
            <returns>True if vertex colors are present in the channel.</returns>
        </member>
        <member name="M:Assimp.MeshAttachment.HasTextureCoords(System.Int32)">
            <summary>
            Checks if the mesh attachment overrides a particular set of texture coordinates on
            the host mesh. The index is between zero and the maximum number of texture coordinate channels.
            </summary>
            <param name="channelIndex">Channel index</param>
            <returns>True if texture coordinates are present in the channel.</returns>
        </member>
        <member name="M:Assimp.MeshAttachment.GetVertexColors(System.Int32)">
            <summary>
            Gets the array of vertex colors from the specified vertex color channel.
            </summary>
            <param name="channelIndex">Channel index</param>
            <returns>The vertex color array, or null if it does not exist.</returns>
        </member>
        <member name="M:Assimp.MeshAttachment.GetTextureCoords(System.Int32)">
            <summary>
            Gets the array of texture coordinates from the specified texture coordinate
            channel.
            </summary>
            <param name="channelIndex">Channel index</param>
            <returns>The texture coordinate array, or null if it does not exist.</returns>
        </member>
        <member name="P:Assimp.MeshAttachment.VertexCount">
            <summary>
            Gets the number of vertices in this mesh. This is a replacement
            for the host mesh's vertex count. Likewise, a mesh attachment
            cannot add or remove per-vertex attributes, therefore the existance
            of vertex data will match the existance of data in the mesh.
            </summary>
        </member>
        <member name="P:Assimp.MeshAttachment.HasVertices">
            <summary>
            Checks whether the attachment mesh overrides the vertex positions
            of its host mesh.
            </summary>
        </member>
        <member name="P:Assimp.MeshAttachment.Vertices">
            <summary>
            Gets the vertex position array.
            </summary>
        </member>
        <member name="P:Assimp.MeshAttachment.HasNormals">
            <summary>
            Checks whether the attachment mesh overrides the vertex normals of
            its host mesh.
            </summary>
        </member>
        <member name="P:Assimp.MeshAttachment.Normals">
            <summary>
            Gets the vertex normal array.
            </summary>
        </member>
        <member name="P:Assimp.MeshAttachment.HasTangentBasis">
            <summary>
            Checks whether the attachment mesh overrides the vertex
            tangents and bitangents of its host mesh.
            </summary>
        </member>
        <member name="P:Assimp.MeshAttachment.Tangents">
            <summary>
            Gets the vertex tangent array.
            </summary>
        </member>
        <member name="P:Assimp.MeshAttachment.BiTangents">
            <summary>
            Gets the vertex bitangent array.
            </summary>
        </member>
        <member name="T:Assimp.AssimpImporter">
            <summary>
            Assimp importer that will use Assimp to load a model into managed memory.
            </summary>
        </member>
        <member name="M:Assimp.AssimpImporter.#ctor">
            <summary>
            Constructs a new AssimpImporter.
            </summary>
        </member>
        <member name="M:Assimp.AssimpImporter.Finalize">
            <summary>
            Releases unmanaged resources and performs other cleanup operations before the
            <see cref="T:Assimp.AssimpImporter"/> is reclaimed by garbage collection.
            </summary>
        </member>
        <member name="M:Assimp.AssimpImporter.ImportFileFromStream(System.IO.Stream,System.String)">
            <summary>
            Importers a model from the stream without running any post-process steps. The importer sets configurations
            and loads the model into managed memory, releasing the unmanaged memory used by Assimp. It is up to the caller to dispose of the stream.
            </summary>
            <param name="stream">Stream to read from</param>
            <param name="formatHint">Format extension to serve as a hint to Assimp to choose which importer to use</param>
            <returns>The imported scene</returns>
            <exception cref="T:Assimp.AssimpException">Thrown if the stream is not valid (null or write-only) or if the format hint is null or empty.</exception>
            <exception cref="T:System.ObjectDisposedException">Thrown if attempting to import a model if the importer has been disposed of</exception>
        </member>
        <member name="M:Assimp.AssimpImporter.ImportFileFromStream(System.IO.Stream,Assimp.PostProcessSteps,System.String)">
            <summary>
            Importers a model from the stream. The importer sets configurations
            and loads the model into managed memory, releasing the unmanaged memory used by Assimp. It is up to the caller to dispose of the stream.
            </summary>
            <param name="stream">Stream to read from</param>
            <param name="postProcessFlags">Post processing flags, if any</param>
            <param name="formatHint">Format extension to serve as a hint to Assimp to choose which importer to use</param>
            <returns>The imported scene</returns>
            <exception cref="T:Assimp.AssimpException">Thrown if the stream is not valid (null or write-only) or if the format hint is null or empty.</exception>
            <exception cref="T:System.ObjectDisposedException">Thrown if attempting to import a model if the importer has been disposed of</exception>
        </member>
        <member name="M:Assimp.AssimpImporter.ImportFile(System.String)">
            <summary>
            Importers a model from the specified file without running any post-process steps. The importer sets configurations
            and loads the model into managed memory, releasing the unmanaged memory used by Assimp.
            </summary>
            <param name="file">Full path to the file</param>
            <returns>The imported scene</returns>
            <exception cref="T:Assimp.AssimpException">Thrown if the file is valid or there was a general error in importing the model.</exception>
            <exception cref="T:System.ObjectDisposedException">Thrown if attempting to import a model if the importer has been disposed of</exception>
        </member>
        <member name="M:Assimp.AssimpImporter.ImportFile(System.String,Assimp.PostProcessSteps)">
            <summary>
            Importers a model from the specified file. The importer sets configurations
            and loads the model into managed memory, releasing the unmanaged memory used by Assimp.
            </summary>
            <param name="file">Full path to the file</param>
            <param name="postProcessFlags">Post processing flags, if any</param>
            <returns>The imported scene</returns>
            <exception cref="T:Assimp.AssimpException">Thrown if the file is valid or there was a general error in importing the model.</exception>
            <exception cref="T:System.ObjectDisposedException">Thrown if attempting to import a model if the importer has been disposed of</exception>
        </member>
        <member name="M:Assimp.AssimpImporter.AttachLogStream(Assimp.LogStream)">
            <summary>
            Attaches a logging stream to the importer.
            </summary>
            <param name="logstream"></param>
        </member>
        <member name="M:Assimp.AssimpImporter.DetachLogStream(Assimp.LogStream)">
            <summary>
            Detaches a logging stream from the importer.
            </summary>
            <param name="logStream"></param>
        </member>
        <member name="M:Assimp.AssimpImporter.DetachLogStreams">
            <summary>
            Detaches all logging streams that are currently attached to the importer.
            </summary>
        </member>
        <member name="M:Assimp.AssimpImporter.GetSupportedFormats">
            <summary>
            Gets the model formats that are supported by Assimp. Each
            format should follow this example: ".3ds"
            </summary>
            <returns>The format extensions that are supported</returns>
        </member>
        <member name="M:Assimp.AssimpImporter.IsFormatSupported(System.String)">
            <summary>
            Checks of the format extension is supported. Example: ".3ds"
            </summary>
            <param name="formatExtension">Format extension</param>
            <returns></returns>
        </member>
        <member name="M:Assimp.AssimpImporter.SetConfig(Assimp.Configs.IPropertyConfig)">
            <summary>
            Sets a configuration property to the importer.
            </summary>
            <param name="config">Config to set</param>
        </member>
        <member name="M:Assimp.AssimpImporter.RemoveConfig(System.String)">
            <summary>
            Removes a set configuration property by name.
            </summary>
            <param name="configName">Name of the config property</param>
        </member>
        <member name="M:Assimp.AssimpImporter.RemoveConfigs">
            <summary>
            Removes all configuration properties from the importer.
            </summary>
        </member>
        <member name="M:Assimp.AssimpImporter.ContainsConfig(System.String)">
            <summary>
            Checks if the importer has a config set by the specified name.
            </summary>
            <param name="configName">Name of the config property</param>
            <returns>True if the config is present, false otherwise</returns>
        </member>
        <member name="M:Assimp.AssimpImporter.Dispose">
            <summary>
            Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
            </summary>
        </member>
        <member name="M:Assimp.AssimpImporter.Dispose(System.Boolean)">
            <summary>
            Releases unmanaged and - optionally - managed resources
            </summary>
            <param name="disposing"><c>true</c> to release both managed and unmanaged resources; <c>false</c> to release only unmanaged resources.</param>
        </member>
        <member name="P:Assimp.AssimpImporter.IsDisposed">
            <summary>
            Gets if the importer has been disposed.
            </summary>
        </member>
        <member name="P:Assimp.AssimpImporter.Scale">
            <summary>
            Gets or sets the uniform scale for the model. This is multiplied
            with the existing root node's transform.
            </summary>
        </member>
        <member name="P:Assimp.AssimpImporter.XAxisRotation">
            <summary>
            Gets or sets the model's rotation about the X-Axis, in degrees. This is multiplied
            with the existing root node's transform.
            </summary>
        </member>
        <member name="P:Assimp.AssimpImporter.YAxisRotation">
            <summary>
            Gets or sets the model's rotation abut the Y-Axis, in degrees. This is multiplied
            with the existing root node's transform.
            </summary>
        </member>
        <member name="P:Assimp.AssimpImporter.ZAxisRotation">
            <summary>
            Gets or sets the model's rotation about the Z-Axis, in degrees. This is multiplied
            with the existing root node's transform.
            </summary>
        </member>
        <member name="P:Assimp.AssimpImporter.VerboseLoggingEnabled">
            <summary>
            Gets or sets if verbose logging should be enabled.
            </summary>
        </member>
        <member name="P:Assimp.AssimpImporter.PropertyConfigurations">
            <summary>
            Gets the property configurations set to this importer.
            </summary>
        </member>
        <member name="P:Assimp.AssimpImporter.LogStreams">
            <summary>
            Gets the logstreams attached to this importer.
            </summary>
        </member>
        <member name="T:Assimp.Animation">
            <summary>
            An animation consists of keyframe data for a number of nodes. For
            each node affected by the animation, a separate series of data is given.
            </summary>
        </member>
        <member name="M:Assimp.Animation.#ctor(Assimp.Unmanaged.AiAnimation)">
            <summary>
            Constructs a new Animation.
            </summary>
            <param name="animation">Unmanaged AiAnimation.</param>
        </member>
        <member name="P:Assimp.Animation.Name">
            <summary>
            Gets the name of the animation. If the modeling package the
            data was exported from only supports a single animation channel, this
            name is usually empty.
            </summary>
        </member>
        <member name="P:Assimp.Animation.DurationInTicks">
            <summary>
            Gets the duration of the animation in number of ticks.
            </summary>
        </member>
        <member name="P:Assimp.Animation.TicksPerSecond">
            <summary>
            Gets the number of ticks per second. It may be zero
            if it is not specified in the imported file.
            </summary>
        </member>
        <member name="P:Assimp.Animation.NodeAnimationChannelCount">
            <summary>
            Gets the number of node animation channels where each channel
            affects a single node.
            </summary>
        </member>
        <member name="P:Assimp.Animation.HasNodeAnimations">
            <summary>
            Checks if the animation has node animation channels.
            </summary>
        </member>
        <member name="P:Assimp.Animation.NodeAnimationChannels">
            <summary>
            Gets the node animation channels.
            </summary>
        </member>
        <member name="P:Assimp.Animation.MeshAnimationChannelCount">
            <summary>
            Gets the number of mesh animation channels.
            </summary>
        </member>
        <member name="P:Assimp.Animation.HasMeshAnimations">
            <summary>
            Checks if the animation has mesh animations.
            </summary>
        </member>
        <member name="P:Assimp.Animation.MeshAnimationChannels">
            <summary>
            Gets the mesh animation channels.
            </summary>
        </member>
        <member name="T:Assimp.Vector3D">
            <summary>
            Represents a three-dimensional vector.
            </summary>
        </member>
        <member name="F:Assimp.Vector3D.X">
            <summary>
            X component.
            </summary>
        </member>
        <member name="F:Assimp.Vector3D.Y">
            <summary>
            Y component.
            </summary>
        </member>
        <member name="F:Assimp.Vector3D.Z">
            <summary>
            Z component.
            </summary>
        </member>
        <member name="M:Assimp.Vector3D.#ctor(System.Single,System.Single,System.Single)">
            <summary>
            Constructs a new Vector3D.
            </summary>
            <param name="x">X component</param>
            <param name="y">Y component</param>
            <param name="z">Z component</param>
        </member>
        <member name="M:Assimp.Vector3D.#ctor(Assimp.Vector2D,System.Single)">
            <summary>
            Constructs a new Vector3D.
            </summary>
            <param name="value">Vector2D containing the X, Y values</param>
            <param name="z">Z component</param>
        </member>
        <member name="M:Assimp.Vector3D.#ctor(System.Single)">
            <summary>
            Constructs a new Vector3D where each component is set
            to the same value.
            </summary>
            <param name="value">Value to set X, Y, and Z to</param>
        </member>
        <member name="M:Assimp.Vector3D.Set(System.Single,System.Single,System.Single)">
            <summary>
            Sets the X, Y, and Z values.
            </summary>
            <param name="x">X component</param>
            <param name="y">Y component</param>
            <param name="z">Z component</param>
        </member>
        <member name="M:Assimp.Vector3D.Length">
            <summary>
            Calculates the length of the vector.
            </summary>
            <returns>Vector's length</returns>
        </member>
        <member name="M:Assimp.Vector3D.LengthSquared">
            <summary>
            Calculates the length of the vector squared.
            </summary>
            <returns>Vector's length squared</returns>
        </member>
        <member name="M:Assimp.Vector3D.Normalize">
            <summary>
            Normalizes the vector where all components add to one (Unit Vector), but preserves
            the direction that the vector represents.
            </summary>
        </member>
        <member name="M:Assimp.Vector3D.Negate">
            <summary>
            Negates the vector.
            </summary>
        </member>
        <member name="M:Assimp.Vector3D.Cross(Assimp.Vector3D,Assimp.Vector3D)">
            <summary>
            Calculates the cross product of two vectors.
            </summary>
            <param name="a">First vector</param>
            <param name="b">Second vector</param>
            <returns>Resulting vector</returns>
        </member>
        <member name="M:Assimp.Vector3D.Dot(Assimp.Vector3D,Assimp.Vector3D)">
            <summary>
            Calculates the dot product of two vectors.
            </summary>
            <param name="a">First vector</param>
            <param name="b">Second vector</param>
            <returns>Resulting vector</returns>
        </member>
        <member name="M:Assimp.Vector3D.op_Addition(Assimp.Vector3D,Assimp.Vector3D)">
            <summary>
            Adds two vectors together.
            </summary>
            <param name="a">First vector</param>
            <param name="b">Second vector</param>
            <returns>Added vector</returns>
        </member>
        <member name="M:Assimp.Vector3D.op_Subtraction(Assimp.Vector3D,Assimp.Vector3D)">
            <summary>
            Subtracts the second vector from the first vector.
            </summary>
            <param name="a">First vector</param>
            <param name="b">Second vector</param>
            <returns>Resulting vector</returns>
        </member>
        <member name="M:Assimp.Vector3D.op_Multiply(Assimp.Vector3D,Assimp.Vector3D)">
            <summary>
            Multiplies two vectors together.
            </summary>
            <param name="a">First vector</param>
            <param name="b">Second vector</param>
            <returns>Multiplied vector</returns>
        </member>
        <member name="M:Assimp.Vector3D.op_Multiply(Assimp.Vector3D,System.Single)">
            <summary>
            Multiplies a vector by a scalar.
            </summary>
            <param name="value">Source vector</param>
            <param name="scale">Scalar value</param>
            <returns>Scaled vector</returns>
        </member>
        <member name="M:Assimp.Vector3D.op_Multiply(System.Single,Assimp.Vector3D)">
            <summary>
            Multiplies a vector by a scalar.
            </summary>
            <param name="scale">Scalar value</param>
            <param name="value">Source vector</param>
            <returns>Scaled vector</returns>
        </member>
        <member name="M:Assimp.Vector3D.op_Multiply(Assimp.Matrix3x3,Assimp.Vector3D)">
            <summary>
            Transforms this vector by a 3x3 matrix. This "post-multiplies" the two.
            </summary>
            <param name="matrix">Source matrix</param>
            <param name="vector">Source vector</param>
            <returns>Transformed vector</returns>
        </member>
        <member name="M:Assimp.Vector3D.op_Multiply(Assimp.Matrix4x4,Assimp.Vector3D)">
            <summary>
            Transforms this vector by a 4x4 matrix. This "post-multiplies" the two.
            </summary>
            <param name="matrix">Source matrix</param>
            <param name="vector">Source vector</param>
            <returns>Transformed vector</returns>
        </member>
        <member name="M:Assimp.Vector3D.op_Division(Assimp.Vector3D,Assimp.Vector3D)">
            <summary>
            Divides the first vector by the second vector.
            </summary>
            <param name="a">First vector</param>
            <param name="b">Second vector</param>
            <returns>Divided vector</returns>
        </member>
        <member name="M:Assimp.Vector3D.op_Division(Assimp.Vector3D,System.Single)">
            <summary>
            Divides the vector by a divisor value.
            </summary>
            <param name="value">Source vector</param>
            <param name="divisor">Divisor</param>
            <returns>Divided vector</returns>
        </member>
        <member name="M:Assimp.Vector3D.op_UnaryNegation(Assimp.Vector3D)">
            <summary>
            Negates the vector.
            </summary>
            <param name="value">Source vector</param>
            <returns>Negated vector</returns>
        </member>
        <member name="M:Assimp.Vector3D.op_Equality(Assimp.Vector3D,Assimp.Vector3D)">
            <summary>
            Tets equality between two vectors.
            </summary>
            <param name="a">First vector</param>
            <param name="b">Second vector</param>
            <returns>True if the vectors are equal, false otherwise</returns>
        </member>
        <member name="M:Assimp.Vector3D.op_Inequality(Assimp.Vector3D,Assimp.Vector3D)">
            <summary>
            Tests inequality between two vectors.
            </summary>
            <param name="a">First vector</param>
            <param name="b">Second vector</param>
            <returns>True if the vectors are not equal, false otherwise</returns>
        </member>
        <member name="M:Assimp.Vector3D.Equals(Assimp.Vector3D)">
            <summary>
            Tests equality between this vector and another vector.
            </summary>
            <param name="other">Vector to test against</param>
            <returns>True if components are equal</returns>
        </member>
        <member name="M:Assimp.Vector3D.Equals(System.Object)">
            <summary>
            Tests equality between this vector and another object.
            </summary>
            <param name="obj">Object to test against</param>
            <returns>True if the object is a vector and the components are equal</returns>
        </member>
        <member name="M:Assimp.Vector3D.GetHashCode">
            <summary>
            Returns a hash code for this instance.
            </summary>
            <returns>
            A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. 
            </returns>
        </member>
        <member name="M:Assimp.Vector3D.ToString">
            <summary>
            Returns a <see cref="T:System.String"/> that represents this instance.
            </summary>
            <returns>
            A <see cref="T:System.String"/> that represents this instance.
            </returns>
        </member>
        <member name="P:Assimp.Vector3D.Item(System.Int32)">
            <summary>
            Gets or sets the component value at the specified zero-based index
            in the order of XYZ (index 0 access X, 1 access Y, etc). If
            the index is not in range, a value of zero is returned.
            </summary>
            <param name="index">Zero-based index.</param>
            <returns>The component value</returns>
        </member>
        <member name="T:Assimp.Unmanaged.AssimpMethods">
            <summary>
            Static class containing the P/Invoke methods exposing the Assimp C-API.
            </summary>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.ImportFile(System.String,Assimp.PostProcessSteps)">
            <summary>
            Imports a file.
            </summary>
            <param name="file">Valid filename</param>
            <param name="flags">Post process flags specifying what steps are to be run after the import.</param>
            <returns>Pointer to the unmanaged data structure.</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.ImportFileFromStream(System.IO.Stream,Assimp.PostProcessSteps,System.String)">
            <summary>
            Imports a scene from a stream. This uses the "aiImportFileFromMemory" function. The stream can be from anyplace,
            not just a memory stream. It is up to the caller to dispose of the stream.
            </summary>
            <param name="stream">Stream containing the scene data</param>
            <param name="flags">Post processing flags</param>
            <param name="formatHint">A hint to Assimp to decide which importer to use to process the data</param>
            <returns></returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.ReleaseImport(System.IntPtr)">
            <summary>
            Releases the unmanaged scene data structure.
            </summary>
            <param name="scene">Pointer to the unmanaged scene data structure.</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.ApplyPostProcessing(System.IntPtr,Assimp.PostProcessSteps)">
            <summary>
            Applies a post-processing step on an already imported scene.
            </summary>
            <param name="scene">Pointer to the unmanaged scene data structure.</param>
            <param name="flags">Post processing steps to run.</param>
            <returns>Pointer to the unmanaged scene data structure.</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.AttachLogStream(Assimp.Unmanaged.AiLogStream@)">
            <summary>
            Attaches a log stream callback to catch Assimp messages.
            </summary>
            <param name="stream">Logstream to attach</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.EnableVerboseLogging(System.Boolean)">
            <summary>
            Enables verbose logging.
            </summary>
            <param name="enable">True if verbose logging is to be enabled or not.</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.DetachLogStream(Assimp.Unmanaged.AiLogStream@)">
            <summary>
            Detaches a logstream callback.
            </summary>
            <param name="stream">Logstream to detach</param>
            <returns>A return code signifying if the function was successful or not.</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.DetachAllLogStreams">
            <summary>
            Detaches all logstream callbacks currently attached to Assimp.
            </summary>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetErrorString">
            <summary>
            Gets the last error logged in Assimp.
            </summary>
            <returns>The last error message logged.</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.IsExtensionSupported(System.String)">
            <summary>
            Checks whether the model format extension is supported by Assimp.
            </summary>
            <param name="extension">Model format extension, e.g. ".3ds"</param>
            <returns>True if the format is supported, false otherwise.</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetExtensionList">
            <summary>
            Gets all the model format extensions that are currently supported by Assimp.
            </summary>
            <returns>Array of supported format extensions</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetMemoryRequirements(System.IntPtr)">
            <summary>
            Gets the memory requirements of the scene.
            </summary>
            <param name="scene">Pointer to the unmanaged scene data structure.</param>
            <returns>The memory information about the scene.</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.SetImportPropertyInteger(System.String,System.Int32)">
            <summary>
            Sets an integer property value.
            </summary>
            <param name="name">Property name</param>
            <param name="value">Property value</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.SetImportPropertyFloat(System.String,System.Single)">
            <summary>
            Sets a float property value.
            </summary>
            <param name="name">Property name</param>
            <param name="value">Property value</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.SetImportPropertyString(System.String,System.String)">
            <summary>
            Sets a string property value.
            </summary>
            <param name="name">Property name</param>
            <param name="value">Property value</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetMaterialProperty(Assimp.Unmanaged.AiMaterial@,System.String,Assimp.TextureType,System.UInt32)">
            <summary>
            Retrieves a material property with the specific key from the material.
            </summary>
            <param name="mat">Material to retrieve the property from</param>
            <param name="key">Ai mat key (base) name to search for</param>
            <param name="texType">Texture Type semantic, always zero for non-texture properties</param>
            <param name="texIndex">Texture index, always zero for non-texture properties</param>
            <returns>The material property, if found.</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetMaterialFloatArray(Assimp.Unmanaged.AiMaterial@,System.String,Assimp.TextureType,System.UInt32,System.UInt32)">
            <summary>
            Retrieves an array of float values with the specific key from the material.
            </summary>
            <param name="mat">Material to retrieve the data from</param>
            <param name="key">Ai mat key (base) name to search for</param>
            <param name="texType">Texture Type semantic, always zero for non-texture properties</param>
            <param name="texIndex">Texture index, always zero for non-texture properties</param>
            <param name="floatCount">The maximum number of floats to read. This may not accurately describe the data returned, as it may not exist or be smaller. If this value is less than
            the available floats, then only the requested number is returned (e.g. 1 or 2 out of a 4 float array).</param>
            <returns>The float array, if it exists</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetMaterialIntegerArray(Assimp.Unmanaged.AiMaterial@,System.String,Assimp.TextureType,System.UInt32,System.UInt32)">
            <summary>
            Retrieves an array of integer values with the specific key from the material.
            </summary>
            <param name="mat">Material to retrieve the data from</param>
            <param name="key">Ai mat key (base) name to search for</param>
            <param name="texType">Texture Type semantic, always zero for non-texture properties</param>
            <param name="texIndex">Texture index, always zero for non-texture properties</param>
            <param name="intCount">The maximum number of integers to read. This may not accurately describe the data returned, as it may not exist or be smaller. If this value is less than
            the available integers, then only the requested number is returned (e.g. 1 or 2 out of a 4 float array).</param>
            <returns>The integer array, if it exists</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetMaterialColor(Assimp.Unmanaged.AiMaterial@,System.String,Assimp.TextureType,System.UInt32)">
            <summary>
            Retrieves a color value from the material property table.
            </summary>
            <param name="mat">Material to retrieve the data from</param>
            <param name="key">Ai mat key (base) name to search for</param>
            <param name="texType">Texture Type semantic, always zero for non-texture properties</param>
            <param name="texIndex">Texture index, always zero for non-texture properties</param>
            <returns>The color if it exists. If not, the default Color4D value is returned.</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetMaterialString(Assimp.Unmanaged.AiMaterial@,System.String,Assimp.TextureType,System.UInt32)">
            <summary>
            Retrieves a string from the material property table.
            </summary>
            <param name="mat">Material to retrieve the data from</param>
            <param name="key">Ai mat key (base) name to search for</param>
            <param name="texType">Texture Type semantic, always zero for non-texture properties</param>
            <param name="texIndex">Texture index, always zero for non-texture properties</param>
            <returns>The string, if it exists. If not, an empty string is returned.</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetMaterialTextureCount(Assimp.Unmanaged.AiMaterial@,Assimp.TextureType)">
            <summary>
            Gets the number of textures contained in the material for a particular texture type.
            </summary>
            <param name="mat">Material to retrieve the data from</param>
            <param name="type">Texture Type semantic</param>
            <returns>The number of textures for the type.</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetMaterialTextureFilePath(Assimp.Unmanaged.AiMaterial@,Assimp.TextureType,System.UInt32)">
            <summary>
            Gets the texture filepath contained in the material.
            </summary>
            <param name="mat">Material to retrieve the data from</param>
            <param name="type">Texture type semantic</param>
            <param name="index">Texture index</param>
            <returns>The texture filepath, if it exists. If not an empty string is returned.</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetMaterialTexture(Assimp.Unmanaged.AiMaterial@,Assimp.TextureType,System.UInt32)">
            <summary>
            Gets all values pertaining to a particular texture from a material.
            </summary>
            <param name="mat">Material to retrieve the data from</param>
            <param name="type">Texture type semantic</param>
            <param name="index">Texture index</param>
            <returns>Returns the texture slot struct containing all the information.</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.CreateQuaternionFromMatrix(Assimp.Quaternion@,Assimp.Matrix3x3@)">
            <summary>
            Creates a quaternion from the 3x3 rotation matrix.
            </summary>
            <param name="quat">Quaternion struct to fill</param>
            <param name="mat">Rotation matrix</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.DecomposeMatrix(Assimp.Matrix4x4@,Assimp.Vector3D@,Assimp.Quaternion@,Assimp.Vector3D@)">
            <summary>
            Decomposes a 4x4 matrix into its scaling, rotation, and translation parts.
            </summary>
            <param name="mat">4x4 Matrix to decompose</param>
            <param name="scaling">Scaling vector</param>
            <param name="rotation">Quaternion containing the rotation</param>
            <param name="position">Translation vector</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.TransposeMatrix4(Assimp.Matrix4x4@)">
            <summary>
            Transposes the 4x4 matrix.
            </summary>
            <param name="mat">Matrix to transpose</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.TransposeMatrix3(Assimp.Matrix3x3@)">
            <summary>
            Transposes the 3x3 matrix.
            </summary>
            <param name="mat">Matrix to transpose</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.TransformVecByMatrix3(Assimp.Vector3D@,Assimp.Matrix3x3@)">
            <summary>
            Transforms the vector by the 3x3 rotation matrix.
            </summary>
            <param name="vec">Vector to transform</param>
            <param name="mat">Rotation matrix</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.TransformVecByMatrix4(Assimp.Vector3D@,Assimp.Matrix4x4@)">
            <summary>
            Transforms the vector by the 4x4 matrix.
            </summary>
            <param name="vec">Vector to transform</param>
            <param name="mat">Matrix transformation</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.MultiplyMatrix4(Assimp.Matrix4x4@,Assimp.Matrix4x4@)">
            <summary>
            Multiplies two 4x4 matrices. The destination matrix receives the result.
            </summary>
            <param name="dst">First input matrix and is also the Matrix to receive the result</param>
            <param name="src">Second input matrix, to be multiplied with "dst".</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.MultiplyMatrix3(Assimp.Matrix3x3@,Assimp.Matrix3x3@)">
            <summary>
            Multiplies two 3x3 matrices. The destination matrix receives the result.
            </summary>
            <param name="dst">First input matrix and is also the Matrix to receive the result</param>
            <param name="src">Second input matrix, to be multiplied with "dst".</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.IdentityMatrix3(Assimp.Matrix3x3@)">
            <summary>
            Creates a 3x3 identity matrix.
            </summary>
            <param name="mat">Matrix to hold the identity</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.IdentityMatrix4(Assimp.Matrix4x4@)">
            <summary>
            Creates a 4x4 identity matrix.
            </summary>
            <param name="mat">Matrix to hold the identity</param>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetLegalString">
            <summary>
            Gets the Assimp legal info.
            </summary>
            <returns>String containing Assimp legal info.</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetVersionMinor">
            <summary>
            Gets the native Assimp DLL's minor version number.
            </summary>
            <returns></returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetVersionMajor">
            <summary>
            Gets the native Assimp DLL's major version number.
            </summary>
            <returns>Assimp major version number</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetVersionRevision">
            <summary>
            Gets the native Assimp DLL's revision version number.
            </summary>
            <returns>Assimp revision version number</returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetVersion">
            <summary>
            Gets the native Assimp DLL's current version number as "major.minor.revision" string. This is the
            version of Assimp that this wrapper is currently using.
            </summary>
            <returns></returns>
        </member>
        <member name="M:Assimp.Unmanaged.AssimpMethods.GetCompileFlags">
            <summary>
            Get the compilation flags that describe how the native Assimp DLL was compiled.
            </summary>
            <returns>Compilation flags</returns>
        </member>
        <member name="T:Assimp.Matrix3x3">
            <summary>
            Represents a 3x3 matrix. Assimp docs say their matrices are always row-major,
            and it looks like they're only describing the memory layout. Matrices are treated
            as column vectors however (X base in the first column, Y base the second, and Z base the third)
            </summary>
        </member>
        <member name="F:Assimp.Matrix3x3.A1">
            <summary>
            Value at row 1, column 1 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix3x3.A2">
            <summary>
            Value at row 1, column 2 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix3x3.A3">
            <summary>
            Value at row 1, column 3 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix3x3.B1">
            <summary>
            Value at row 2, column 1 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix3x3.B2">
            <summary>
            Value at row 2, column 2 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix3x3.B3">
            <summary>
            Value at row 2, column 3 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix3x3.C1">
            <summary>
            Value at row 3, column 1 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix3x3.C2">
            <summary>
            Value at row 3, column 2 of the matrix
            </summary>
        </member>
        <member name="F:Assimp.Matrix3x3.C3">
            <summary>
            Value at row 3, column 3 of the matrix
            </summary>
        </member>
        <member name="M:Assimp.Matrix3x3.#ctor(System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a new Matrix3x3.
            </summary>
            <param name="a1">Element at row 1, column 1</param>
            <param name="a2">Element at row 1, column 2</param>
            <param name="a3">Element at row 1, column 3</param>
            <param name="b1">Element at row 2, column 1</param>
            <param name="b2">Element at row 2, column 2</param>
            <param name="b3">Element at row 2, column 3</param>
            <param name="c1">Element at row 3, column 1</param>
            <param name="c2">Element at row 3, column 2</param>
            <param name="c3">Element at row 3, column 3</param>
        </member>
        <member name="M:Assimp.Matrix3x3.#ctor(Assimp.Matrix4x4)">
            <summary>
            Constructs a new Matrix3x3.
            </summary>
            <param name="rotMatrix">A 4x4 matrix to construct from, only taking the rotation/scaling part.</param>
        </member>
        <member name="M:Assimp.Matrix3x3.Transpose">
            <summary>
            Transposes this matrix (rows become columns, vice versa).
            </summary>
        </member>
        <member name="M:Assimp.Matrix3x3.Inverse">
            <summary>
            Inverts the matrix. If the matrix is *not* invertible all elements are set to <see cref="F:System.Single.NaN"/>.
            </summary>
        </member>
        <member name="M:Assimp.Matrix3x3.Determinant">
            <summary>
            Compute the determinant of this matrix.
            </summary>
            <returns>The determinant</returns>
        </member>
        <member name="M:Assimp.Matrix3x3.FromEulerAnglesXYZ(System.Single,System.Single,System.Single)">
            <summary>
            Creates a rotation matrix from a set of euler angles.
            </summary>
            <param name="x">Rotation angle about the x-axis, in radians.</param>
            <param name="y">Rotation angle about the y-axis, in radians.</param>
            <param name="z">Rotation angle about the z-axis, in radians.</param>
            <returns>The rotation matrix</returns>
        </member>
        <member name="M:Assimp.Matrix3x3.FromEulerAnglesXYZ(Assimp.Vector3D)">
            <summary>
            Creates a rotation matrix from a set of euler angles.
            </summary>
            <param name="angles">Vector containing the rotation angles about the x, y, z axes, in radians.</param>
            <returns>The rotation matrix</returns>
        </member>
        <member name="M:Assimp.Matrix3x3.FromRotationX(System.Single)">
            <summary>
            Creates a rotation matrix for a rotation about the x-axis.
            </summary>
            <param name="radians">Rotation angle in radians.</param>
            <returns>The rotation matrix</returns>
        </member>
        <member name="M:Assimp.Matrix3x3.FromRotationY(System.Single)">
            <summary>
            Creates a rotation matrix for a rotation about the y-axis.
            </summary>
            <param name="radians">Rotation angle in radians.</param>
            <returns>The rotation matrix</returns>
        </member>
        <member name="M:Assimp.Matrix3x3.FromRotationZ(System.Single)">
            <summary>
            Creates a rotation matrix for a rotation about the z-axis.
            </summary>
            <param name="radians">Rotation angle in radians.</param>
            <returns>The rotation matrix</returns>
        </member>
        <member name="M:Assimp.Matrix3x3.FromAngleAxis(System.Single,Assimp.Vector3D)">
            <summary>
            Creates a rotation matrix for a rotation about an arbitrary axis.
            </summary>
            <param name="radians">Rotation angle, in radians</param>
            <param name="axis">Rotation axis, which should be a normalized vector.</param>
            <returns>The rotation matrix</returns>
        </member>
        <member name="M:Assimp.Matrix3x3.FromScaling(Assimp.Vector3D)">
            <summary>
            Creates a scaling matrix.
            </summary>
            <param name="scaling">Scaling vector</param>
            <returns>The scaling vector</returns>
        </member>
        <member name="M:Assimp.Matrix3x3.FromToMatrix(Assimp.Vector3D,Assimp.Vector3D)">
            <summary>
            Creates a rotation matrix that rotates a vector called "from" into another
            vector called "to". Based on an algorithm by Tomas Moller and John Hudges:
            <para>
            "Efficiently Building a Matrix to Rotate One Vector to Another"         
            Journal of Graphics Tools, 4(4):1-4, 1999
            </para>
            </summary>
            <param name="from">Starting vector</param>
            <param name="to">Ending vector</param>
            <returns>Rotation matrix to rotate from the start to end.</returns>
        </member>
        <member name="M:Assimp.Matrix3x3.op_Equality(Assimp.Matrix3x3,Assimp.Matrix3x3)">
            <summary>
            Tests equality between two matrices.
            </summary>
            <param name="a">First matrix</param>
            <param name="b">Second matrix</param>
            <returns>True if the matrices are equal, false otherwise</returns>
        </member>
        <member name="M:Assimp.Matrix3x3.op_Inequality(Assimp.Matrix3x3,Assimp.Matrix3x3)">
            <summary>
            Tests inequality between two matrices.
            </summary>
            <param name="a">First matrix</param>
            <param name="b">Second matrix</param>
            <returns>True if the matrices are not equal, false otherwise</returns>
        </member>
        <member name="M:Assimp.Matrix3x3.op_Multiply(Assimp.Matrix3x3,Assimp.Matrix3x3)">
            <summary>
            Performs matrix multiplication.
            </summary>
            <param name="a">First matrix</param>
            <param name="b">Second matrix</param>
            <returns>Multiplied matrix</returns>
        </member>
        <member name="M:Assimp.Matrix3x3.op_Implicit(Assimp.Matrix4x4)~Assimp.Matrix3x3">
            <summary>
            Implicit conversion from a 4x4 matrix to a 3x3 matrix.
            </summary>
            <param name="mat">4x4 matrix</param>
            <returns>3x3 matrix</returns>
        </member>
        <member name="M:Assimp.Matrix3x3.Equals(Assimp.Matrix3x3)">
            <summary>
            Tests equality between this matrix and another.
            </summary>
            <param name="other">Other matrix to test</param>
            <returns>True if the matrices are equal, false otherwise</returns>
        </member>
        <member name="M:Assimp.Matrix3x3.Equals(System.Object)">
            <summary>
            Determines whether the specified <see cref="T:System.Object"/> is equal to this instance.
            </summary>
            <param name="obj">The <see cref="T:System.Object"/> to compare with this instance.</param>
            <returns>
              <c>true</c> if the specified <see cref="T:System.Object"/> is equal to this instance; otherwise, <c>false</c>.
            </returns>
        </member>
        <member name="M:Assimp.Matrix3x3.GetHashCode">
            <summary>
            Returns a hash code for this instance.
            </summary>
            <returns>
            A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. 
            </returns>
        </member>
        <member name="M:Assimp.Matrix3x3.ToString">
            <summary>
            Returns a <see cref="T:System.String"/> that represents this instance.
            </summary>
            <returns>
            A <see cref="T:System.String"/> that represents this instance.
            </returns>
        </member>
        <member name="P:Assimp.Matrix3x3.Identity">
            <summary>
            Gets the identity matrix.
            </summary>
        </member>
        <member name="P:Assimp.Matrix3x3.IsIdentity">
            <summary>
            Gets if this matrix is an identity matrix.
            </summary>
        </member>
        <member name="P:Assimp.Matrix3x3.Item(System.Int32,System.Int32)">
            <summary>
            Gets or sets the value at the specific one-based row, column
            index. E.g. i = 1, j = 2 gets the value in row 1, column 2 (MA2). Indices
            out of range return a value of zero.
            
            </summary>
            <param name="i">One-based Row index</param>
            <param name="j">One-based Column index</param>
            <returns>Matrix value</returns>
        </member>
        <member name="T:Assimp.Texture">
            <summary>
            Represents an embedded texture. Some file formats directly embed texture assets.
            Embedded textures may be uncompressed, where the data is given in an uncompressed format.
            Or it may be compressed in a format like png or jpg. In the latter case, the raw
            file bytes are given so the application must utilize an image decoder (e.g. DevIL) to
            get access to the actual color data.
            </summary>
        </member>
        <member name="M:Assimp.Texture.CreateTexture(Assimp.Unmanaged.AiTexture)">
            <summary>
            Creates a new texture based on the unmanaged struct. A height of zero
            indicates a compressed texture.
            </summary>
            <param name="texture">Unmanaged AiTexture struct</param>
            <returns>The embededded texture</returns>
        </member>
        <member name="P:Assimp.Texture.IsCompressed">
            <summary>
            Gets if the texture is compressed or not.
            </summary>
        </member>
        <member name="T:Assimp.CompressedTexture">
            <summary>
            Represents a compressed embedded texture. See <see cref="T:Assimp.Texture"/> for a complete
            description.
            </summary>
        </member>
        <member name="P:Assimp.CompressedTexture.HasData">
            <summary>
            Gets if the texture data is present - this should always be true.
            </summary>
        </member>
        <member name="P:Assimp.CompressedTexture.ByteCount">
            <summary>
            Gets the number of bytes in the buffer.
            </summary>
        </member>
        <member name="P:Assimp.CompressedTexture.Data">
            <summary>
            Gets the raw byte data representing the compressed texture.
            </summary>
        </member>
        <member name="P:Assimp.CompressedTexture.FormatHint">
            <summary>
            Gets the format hint to determine the type of compressed data. This hint
            will always be a three-character hint like "dds", "jpg", "png".
            </summary>
        </member>
        <member name="P:Assimp.CompressedTexture.IsCompressed">
            <summary>
            Gets if the texture is compressed or not.
            </summary>
        </member>
        <member name="T:Assimp.UncompressedTexture">
            <summary>
            Represents an uncompressed embedded texture. See <see cref="T:Assimp.Texture"/> for a complete
            description.
            </summary>
        </member>
        <member name="M:Assimp.UncompressedTexture.#ctor(Assimp.Unmanaged.AiTexture)">
            <summary>
            Constructs a new UnCompressedTexture.
            </summary>
            <param name="texture">Unmanaged AiTexture struct.</param>
        </member>
        <member name="P:Assimp.UncompressedTexture.Width">
            <summary>
            Gets the width of the texture in pixels.
            </summary>
        </member>
        <member name="P:Assimp.UncompressedTexture.Height">
            <summary>
            Gets the height of the texture in pixels.
            </summary>
        </member>
        <member name="P:Assimp.UncompressedTexture.HasData">
            <summary>
            Gets if the texel data is present - should always be true.
            </summary>
        </member>
        <member name="P:Assimp.UncompressedTexture.Data">
            <summary>
            Gets the texel data, the array is of size Width * Height.
            </summary>
        </member>
        <member name="P:Assimp.UncompressedTexture.IsCompressed">
            <summary>
            Gets if the texture is compressed or not.
            </summary>
        </member>
        <member name="T:Assimp.Color3D">
            <summary>
            Represents a RGB color.
            </summary>
        </member>
        <member name="F:Assimp.Color3D.R">
            <summary>
            Red component.
            </summary>
        </member>
        <member name="F:Assimp.Color3D.G">
            <summary>
            Green component.
            </summary>
        </member>
        <member name="F:Assimp.Color3D.B">
            <summary>
            Blue component.
            </summary>
        </member>
        <member name="M:Assimp.Color3D.#ctor(System.Single,System.Single,System.Single)">
            <summary>
            Constructs a Color3D.
            </summary>
            <param name="r">Red component</param>
            <param name="g">Green component</param>
            <param name="b">Blue component</param>
        </member>
        <member name="M:Assimp.Color3D.#ctor(System.Single)">
            <summary>
            Constructs a Color3D where each component is
            set to the same value.
            </summary>
            <param name="value">Value to set R, G, B components</param>
        </member>
        <member name="M:Assimp.Color3D.IsBlack">
            <summary>
            Determines if the color is black, or close to being black.
            </summary>
            <returns>True if the color is black/nearly block, false otherwise.</returns>
        </member>
        <member name="M:Assimp.Color3D.op_Addition(Assimp.Color3D,Assimp.Color3D)">
            <summary>
            Adds the two colors together.
            </summary>
            <param name="a">First color</param>
            <param name="b">Second color</param>
            <returns>Added color</returns>
        </member>
        <member name="M:Assimp.Color3D.op_Addition(Assimp.Color3D,System.Single)">
            <summary>
            Adds the value to each of the components of the color.
            </summary>
            <param name="color">Source color</param>
            <param name="value">Value to add to each component</param>
            <returns>Added color</returns>
        </member>
        <member name="M:Assimp.Color3D.op_Addition(System.Single,Assimp.Color3D)">
            <summary>
            Adds the value to each of the components of the color.
            </summary>
            <param name="value">Value to add to each component</param>
            <param name="color">Source color</param>
            <returns>Added color</returns>
        </member>
        <member name="M:Assimp.Color3D.op_Subtraction(Assimp.Color3D,Assimp.Color3D)">
            <summary>
            Subtracts the second color from the first color.
            </summary>
            <param name="a">First color</param>
            <param name="b">Second color</param>
            <returns>Resulting color</returns>
        </member>
        <member name="M:Assimp.Color3D.op_Subtraction(Assimp.Color3D,System.Single)">
            <summary>
            Subtracts the value from each of the color's components.
            </summary>
            <param name="color">Source color</param>
            <param name="value">Value to subtract from each component</param>
            <returns>Resulting color</returns>
        </member>
        <member name="M:Assimp.Color3D.op_Subtraction(System.Single,Assimp.Color3D)">
            <summary>
            Subtracts the color's components from the value, returning
            the result as a new color. Same as <c>new Color4D(value) - color</c>
            </summary>
            <param name="value">Value for each component of the first color</param>
            <param name="color">Second color</param>
            <returns>Resulting color</returns>
        </member>
        <member name="M:Assimp.Color3D.op_Multiply(Assimp.Color3D,Assimp.Color3D)">
            <summary>
            Multiplies the two colors.
            </summary>
            <param name="a">First color</param>
            <param name="b">Second color</param>
            <returns>Multiplied color.</returns>
        </member>
        <member name="M:Assimp.Color3D.op_Multiply(Assimp.Color3D,System.Single)">
            <summary>
            Multiplies the color by a scalar value, component wise.
            </summary>
            <param name="value">Source color</param>
            <param name="scale">Scalar value</param>
            <returns>Resulting color</returns>
        </member>
        <member name="M:Assimp.Color3D.op_Multiply(System.Single,Assimp.Color3D)">
            <summary>
            Multiplies the color by a scalar value, component wise.
            </summary>
            <param name="scale">Scalar value</param>
            <param name="value">Source color</param>
            <returns>Resulting color</returns>
        </member>
        <member name="M:Assimp.Color3D.op_Division(Assimp.Color3D,Assimp.Color3D)">
            <summary>
            Divides the first color by the second color, component wise.
            </summary>
            <param name="a">First color</param>
            <param name="b">Second color</param>
            <returns>Resulting color</returns>
        </member>
        <member name="M:Assimp.Color3D.op_Division(Assimp.Color3D,System.Single)">
            <summary>
            Divides the color by a divisor value.
            </summary>
            <param name="color">Source color</param>
            <param name="divisor">Divisor</param>
            <returns>Resulting color</returns>
        </member>
        <member name="M:Assimp.Color3D.op_Equality(Assimp.Color3D,Assimp.Color3D)">
            <summary>
            Tets equality between two colors.
            </summary>
            <param name="a">First color</param>
            <param name="b">Second color</param>
            <returns>True if the colors are equal, false otherwise</returns>
        </member>
        <member name="M:Assimp.Color3D.op_Inequality(Assimp.Color3D,Assimp.Color3D)">
            <summary>
            Tets inequality between two colors.
            </summary>
            <param name="a">First color</param>
            <param name="b">Second color</param>
            <returns>True if the colors are not equal, false otherwise</returns>
        </member>
        <member name="M:Assimp.Color3D.Equals(Assimp.Color3D)">
            <summary>
            Tests equality between this color and another color
            </summary>
            <param name="other">Color to test against</param>
            <returns>True if components are equal</returns>
        </member>
        <member name="M:Assimp.Color3D.Equals(System.Object)">
            <summary>
            Tests equality between this color and another object.
            </summary>
            <param name="obj">Object to test against</param>
            <returns>True if the object is a color and the components are equal</returns>
        </member>
        <member name="M:Assimp.Color3D.GetHashCode">
            <summary>
            Returns a hash code for this instance.
            </summary>
            <returns>
            A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. 
            </returns>
        </member>
        <member name="M:Assimp.Color3D.ToString">
            <summary>
            Returns a <see cref="T:System.String"/> that represents this instance.
            </summary>
            <returns>
            A <see cref="T:System.String"/> that represents this instance.
            </returns>
        </member>
        <member name="P:Assimp.Color3D.Item(System.Int32)">
            <summary>
            Gets or sets the component value at the specified zero-based index
            in the order of RGBA (index 0 access R, 1 access G, etc). If
            the index is not in range, a value of zero is returned.
            </summary>
            <param name="index">Zero-based index.</param>
            <returns>The component value</returns>
        </member>
        <member name="T:Assimp.Quaternion">
            <summary>
            A 4D vector that represents a rotation.
            </summary>
        </member>
        <member name="F:Assimp.Quaternion.W">
            <summary>
            Rotation component of the quaternion/
            </summary>
        </member>
        <member name="F:Assimp.Quaternion.X">
            <summary>
            X component of the vector part of the quaternion.
            </summary>
        </member>
        <member name="F:Assimp.Quaternion.Y">
            <summary>
            Y component of the vector part of the quaternion.
            </summary>
        </member>
        <member name="F:Assimp.Quaternion.Z">
            <summary>
            Z component of the vector part of the quaternion.
            </summary>
        </member>
        <member name="M:Assimp.Quaternion.#ctor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a new Quaternion.
            </summary>
            <param name="w">W component</param>
            <param name="x">X component</param>
            <param name="y">Y component</param>
            <param name="z">Z component</param>
        </member>
        <member name="M:Assimp.Quaternion.#ctor(Assimp.Matrix3x3)">
            <summary>
            Constructs a new Quaternion from a rotation matrix.
            </summary>
            <param name="matrix">Rotation matrix to create the Quaternion from.</param>
        </member>
        <member name="M:Assimp.Quaternion.#ctor(System.Single,System.Single,System.Single)">
            <summary>
            Constructs a new Quaternion from three euler angles.
            </summary>
            <param name="pitch">Pitch</param>
            <param name="yaw">Yaw</param>
            <param name="roll">Roll</param>
        </member>
        <member name="M:Assimp.Quaternion.#ctor(Assimp.Vector3D,System.Single)">
            <summary>
            Constructs a new Quaternion from an axis-angle.
            </summary>
            <param name="axis">Axis</param>
            <param name="angle">Angle about the axis</param>
        </member>
        <member name="M:Assimp.Quaternion.Normalize">
            <summary>
            Normalizes the quaternion.
            </summary>
        </member>
        <member name="M:Assimp.Quaternion.Conjugate">
            <summary>
            Transforms this quaternion into its conjugate.
            </summary>
        </member>
        <member name="M:Assimp.Quaternion.GetMatrix">
            <summary>
            Returns a matrix representation of the quaternion.
            </summary>
            <returns></returns>
        </member>
        <member name="M:Assimp.Quaternion.Slerp(Assimp.Quaternion,Assimp.Quaternion,System.Single)">
            <summary>
            Spherical interpolation between two quaternions.
            </summary>
            <param name="start">Start rotation when factor == 0</param>
            <param name="end">End rotation when factor == 1</param>
            <param name="factor">Interpolation factor between 0 and 1, values beyond this range yield undefined values</param>
            <returns></returns>
        </member>
        <member name="M:Assimp.Quaternion.Rotate(Assimp.Vector3D,Assimp.Quaternion)">
            <summary>
            Rotates a point by this quaternion.
            </summary>
            <param name="vec">Point to rotate</param>
            <param name="quat">Quaternion representing the rotation</param>
            <returns></returns>
        </member>
        <member name="M:Assimp.Quaternion.op_Multiply(Assimp.Quaternion,Assimp.Quaternion)">
            <summary>
            Multiplies two quaternions.
            </summary>
            <param name="a">First quaternion</param>
            <param name="b">Second quaternion</param>
            <returns>Resulting quaternion</returns>
        </member>
        <member name="M:Assimp.Quaternion.op_Equality(Assimp.Quaternion,Assimp.Quaternion)">
            <summary>
            Tests equality between two quaternions.
            </summary>
            <param name="a">First quaternion</param>
            <param name="b">Second quaternion</param>
            <returns>True if the quaternions are equal, false otherwise.</returns>
        </member>
        <member name="M:Assimp.Quaternion.op_Inequality(Assimp.Quaternion,Assimp.Quaternion)">
            <summary>
            Tests inequality between two quaternions.
            </summary>
            <param name="a">First quaternion</param>
            <param name="b">Second quaternion</param>
            <returns>True if the quaternions are not equal, false otherwise.</returns>
        </member>
        <member name="M:Assimp.Quaternion.Equals(Assimp.Quaternion)">
            <summary>
            Tests equality between two quaternions.
            </summary>
            <param name="other">Quaternion to compare</param>
            <returns>True if the quaternions are equal.</returns>
        </member>
        <member name="M:Assimp.Quaternion.Equals(System.Object)">
            <summary>
            Tests equality between this color and another object.
            </summary>
            <param name="obj">Object to test against</param>
            <returns>True if the object is a color and the components are equal</returns>
        </member>
        <member name="M:Assimp.Quaternion.GetHashCode">
            <summary>
            Returns a hash code for this instance.
            </summary>
            <returns>
            A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. 
            </returns>
        </member>
        <member name="M:Assimp.Quaternion.ToString">
            <summary>
            Returns a <see cref="T:System.String"/> that represents this instance.
            </summary>
            <returns>
            A <see cref="T:System.String"/> that represents this instance.
            </returns>
        </member>
        <member name="T:Assimp.Node">
            <summary>
            A node in the imported model hierarchy.
            </summary>
        </member>
        <member name="M:Assimp.Node.#ctor(Assimp.Unmanaged.AiNode,Assimp.Node)">
            <summary>
            Constructs a new Node.
            </summary>
            <param name="aiNode">Unmanaged AiNode structure</param>
            <param name="parent">Parent of this node or null</param>
        </member>
        <member name="M:Assimp.Node.FindNode(System.String)">
            <summary>
            Finds a node with the specific name, which may be this node
            or any children or children's children, and so on, if it exists.
            </summary>
            <param name="name">Node name</param>
            <returns>The node or null if it does not exist</returns>
        </member>
        <member name="P:Assimp.Node.Name">
            <summary>
            Gets the name of the node.
            </summary>
        </member>
        <member name="P:Assimp.Node.Transform">
            <summary>
            Gets the transformation of the node relative to its parent.
            </summary>
        </member>
        <member name="P:Assimp.Node.Parent">
            <summary>
            Gets the node's parent, if it exists. 
            </summary>
        </member>
        <member name="P:Assimp.Node.ChildCount">
            <summary>
            Gets the number of children that is owned by this node.
            </summary>
        </member>
        <member name="P:Assimp.Node.HasChildren">
            <summary>
            Gets if the node contains children.
            </summary>
        </member>
        <member name="P:Assimp.Node.Children">
            <summary>
            Gets the node's children.
            </summary>
        </member>
        <member name="P:Assimp.Node.MeshCount">
            <summary>
            Gets the number of meshes referenced by this node.
            </summary>
        </member>
        <member name="P:Assimp.Node.HasMeshes">
            <summary>
            Gets if the node contains mesh references.
            </summary>
        </member>
        <member name="P:Assimp.Node.MeshIndices">
            <summary>
            Gets the indices of the meshes referenced by this node. Meshes can be
            shared between nodes, so there is a mesh collection owned by the scene
            that each node can reference.
            </summary>
        </member>
        <member name="T:Assimp.LogStreamCallback">
            <summary>
            Callback delegate for Assimp's LogStream.
            </summary>
            <param name="msg">Log message</param>
            <param name="userData">User data that is passed to the callback</param>
        </member>
        <member name="T:Assimp.LogStream">
            <summary>
            Represents a log stream, which receives all log messages and
            streams them somewhere.
            </summary>
        </member>
        <member name="M:Assimp.LogStream.#ctor(Assimp.LogStreamCallback)">
            <summary>
            Constructs a new LogStream.
            </summary>
            <param name="callback">Callback called when messages are logged.</param>
        </member>
        <member name="M:Assimp.LogStream.#ctor(Assimp.LogStreamCallback,System.String)">
            <summary>
            Constructs a new LogStream.
            </summary>
            <param name="callback">Callback called when messages are logged.</param>
            <param name="userData">User-supplied data</param>
        </member>
        <member name="P:Assimp.LogStream.Callback">
            <summary>
            Callback that is called when a message is logged.
            </summary>
        </member>
        <member name="P:Assimp.LogStream.UserData">
            <summary>
            User data to be passed to the callback.
            </summary>
        </member>
        <member name="T:Assimp.Color4D">
            <summary>
            Represents a Red-Green-Blue-Alpha (RGBA) color.
            Color values range from 0 to 1.
            </summary>
        </member>
        <member name="F:Assimp.Color4D.R">
            <summary>
            Red component.
            </summary>
        </member>
        <member name="F:Assimp.Color4D.G">
            <summary>
            Green component.
            </summary>
        </member>
        <member name="F:Assimp.Color4D.B">
            <summary>
            Blue component.
            </summary>
        </member>
        <member name="F:Assimp.Color4D.A">
            <summary>
            Alpha component.
            </summary>
        </member>
        <member name="M:Assimp.Color4D.#ctor(System.Single,System.Single,System.Single,System.Single)">
            <summary>
            Constructs a Color4D.
            </summary>
            <param name="r">Red component</param>
            <param name="g">Green component</param>
            <param name="b">Blue component</param>
            <param name="a">Alpha component</param>
        </member>
        <member name="M:Assimp.Color4D.#ctor(System.Single,System.Single,System.Single)">
            <summary>
            Constructs a Color4D. Alpha is set to 1.0.
            </summary>
            <param name="r">Red component</param>
            <param name="g">Green component</param>
            <param name="b">Blue component</param>
        </member>
        <member name="M:Assimp.Color4D.#ctor(System.Single)">
            <summary>
            Constructs a Color4D where each component is
            set to the same value.
            </summary>
            <param name="value">Value to set R, G, B, A components</param>
        </member>
        <member name="M:Assimp.Color4D.IsBlack">
            <summary>
            Determines if the color is black, or close to being black.
            </summary>
            <returns>True if the color is black/nearly block, false otherwise.</returns>
        </member>
        <member name="M:Assimp.Color4D.op_Addition(Assimp.Color4D,Assimp.Color4D)">
            <summary>
            Adds the two colors together.
            </summary>
            <param name="a">First color</param>
            <param name="b">Second color</param>
            <returns>Added color</returns>
        </member>
        <member name="M:Assimp.Color4D.op_Addition(Assimp.Color4D,System.Single)">
            <summary>
            Adds the value to each of the components of the color.
            </summary>
            <param name="color">Source color</param>
            <param name="value">Value to add to each component</param>
            <returns>Added color</returns>
        </member>
        <member name="M:Assimp.Color4D.op_Addition(System.Single,Assimp.Color4D)">
            <summary>
            Adds the value to each of the components of the color.
            </summary>
            <param name="value">Value to add to each component</param>
            <param name="color">Source color</param>
            <returns>Added color</returns>
        </member>
        <member name="M:Assimp.Color4D.op_Subtraction(Assimp.Color4D,Assimp.Color4D)">
            <summary>
            Subtracts the second color from the first color.
            </summary>
            <param name="a">First color</param>
            <param name="b">Second color</param>
            <returns>Resulting color</returns>
        </member>
        <member name="M:Assimp.Color4D.op_Subtraction(Assimp.Color4D,System.Single)">
            <summary>
            Subtracts the value from each of the color's components.
            </summary>
            <param name="color">Source color</param>
            <param name="value">Value to subtract from each component</param>
            <returns>Resulting color</returns>
        </member>
        <member name="M:Assimp.Color4D.op_Subtraction(System.Single,Assimp.Color4D)">
            <summary>
            Subtracts the color's components from the value, returning
            the result as a new color. Same as <c>new Color4D(value) - color</c>
            </summary>
            <param name="value">Value for each component of the first color</param>
            <param name="color">Second color</param>
            <returns>Resulting color</returns>
        </member>
        <member name="M:Assimp.Color4D.op_Multiply(Assimp.Color4D,Assimp.Color4D)">
            <summary>
            Multiplies the two colors.
            </summary>
            <param name="a">First color</param>
            <param name="b">Second color</param>
            <returns>Multiplied color.</returns>
        </member>
        <member name="M:Assimp.Color4D.op_Multiply(Assimp.Color4D,System.Single)">
            <summary>
            Multiplies the color by a scalar value, component wise.
            </summary>
            <param name="value">Source color</param>
            <param name="scale">Scalar value</param>
            <returns>Resulting color</returns>
        </member>
        <member name="M:Assimp.Color4D.op_Multiply(System.Single,Assimp.Color4D)">
            <summary>
            Multiplies the color by a scalar value, component wise.
            </summary>
            <param name="scale">Scalar value</param>
            <param name="value">Source color</param>
            <returns>Resulting color</returns>
        </member>
        <member name="M:Assimp.Color4D.op_Division(Assimp.Color4D,Assimp.Color4D)">
            <summary>
            Divides the first color by the second color, component wise.
            </summary>
            <param name="a">First color</param>
            <param name="b">Second color</param>
            <returns>Resulting color</returns>
        </member>
        <member name="M:Assimp.Color4D.op_Division(Assimp.Color4D,System.Single)">
            <summary>
            Divides the color by a divisor value.
            </summary>
            <param name="color">Source color</param>
            <param name="divisor">Divisor</param>
            <returns>Resulting color</returns>
        </member>
        <member name="M:Assimp.Color4D.op_Equality(Assimp.Color4D,Assimp.Color4D)">
            <summary>
            Tets equality between two colors.
            </summary>
            <param name="a">First color</param>
            <param name="b">Second color</param>
            <returns>True if the colors are equal, false otherwise</returns>
        </member>
        <member name="M:Assimp.Color4D.op_Inequality(Assimp.Color4D,Assimp.Color4D)">
            <summary>
            Tets inequality between two colors.
            </summary>
            <param name="a">First color</param>
            <param name="b">Second color</param>
            <returns>True if the colors are not equal, false otherwise</returns>
        </member>
        <member name="M:Assimp.Color4D.Equals(Assimp.Color4D)">
            <summary>
            Tests equality between this color and another color
            </summary>
            <param name="other">Color to test against</param>
            <returns>True if components are equal</returns>
        </member>
        <member name="M:Assimp.Color4D.Equals(System.Object)">
            <summary>
            Tests equality between this color and another object.
            </summary>
            <param name="obj">Object to test against</param>
            <returns>True if the object is a color and the components are equal</returns>
        </member>
        <member name="M:Assimp.Color4D.GetHashCode">
            <summary>
            Returns a hash code for this instance.
            </summary>
            <returns>
            A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. 
            </returns>
        </member>
        <member name="M:Assimp.Color4D.ToString">
            <summary>
            Returns a <see cref="T:System.String"/> that represents this instance.
            </summary>
            <returns>
            A <see cref="T:System.String"/> that represents this instance.
            </returns>
        </member>
        <member name="P:Assimp.Color4D.Item(System.Int32)">
            <summary>
            Gets or sets the component value at the specified zero-based index
            in the order of RGBA (index 0 access R, 1 access G, etc). If
            the index is not in range, a value of zero is returned.
            </summary>
            <param name="index">Zero-based index.</param>
            <returns>The component value</returns>
        </member>
    </members>
</doc>
